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Map of the Guildhouse of the Red Company of Magi

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The Red Company of Magi 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.

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.

IMPERIUMS

Any Archmage (including Aliaster) can issue an “imperium” to a junior guild member which they must obey.

This concept, however, is also a broader invocation of the lines of authority that exist within the guild: One who has “imperium” over another in either a specific field of study; their mastery of the arcane arts; or within the guild hierarchy itself. It’s a core philosophical underpinning of the Red Magi which dates back to Flambara.

GUILD MEMBERSHIP

GUILDMASTER ARZAN

ARCHMAGES (7)

  • Verack (out of town)
  • Cretai
  • Ustallo
  • Tiant
  • Imogen
  • Aldyck
  • Arawa (keeps a house in Rivergate)

VLADAAM MAGES (15)

  • 4 at Red Company of Magi
  • 3 at Curse Dens
  • 1 at Red Company of Fletchers (Part 10: Dreadwood Grove)
  • 2 at Red Company of Goldsmiths (night guards)
  • 3 on Slave Trade Ships
  • 2 at Slave Trade Warehouse

VLADAAM RESEARCHERS (8)

  • 4 at Red Company of Magi
  • 4 at Oldtown Apartments

DENIZENS – RED COMPANY OF MAGI

GUILD GATHERING: 10% chance that the entire guild (+5 Vladaam Mages, +2 Vladaam Researchers) are present in Area 6 for a guild meeting.

DENIZENS - ARCHMAGESLocation
Guildmaster Arzan1Area 8 (75%) or Area 20
Archmage Cretai1,2Area 13 (75%) or Area 9
Archmage Ustallo1Area 7 (75%) or Area 20
Archmage Tiant1Area 11 (90%) or Area 3
Archmage Imogen1Area 18 (50%) or Area 16
Archmage Aldwyck1Area 18 (50%) or Area 3
Archmage Araawa3Area 8 (25%) or Area 3
DENIZENSLocation
Vladaam MageArea 2 (50%) or Area 7
Vladaam MageArea 3 (50%) or Area 7
2 Vladaam MagesArea 9 (50%) or Area 7
2 Vladaam ResearchersArea 3 (50%) or Area 7
2 Vladaam ResearchersArea 19 (50%) or Area 7
WON'T COME UNLESS CALLEDLocation
Pearl Golems (x2)Front Entrance
Fiendish Snakes (x4)Area 2
Animated Armor (x2)Area 12

1 Any given archmage has a 75% chance of being present.
2 50% chance that Archmage Cretai is intoxicated on abyss dust.
3 25% chance that Archmage Arawa is present.

Vladaam Mage: Use mage stats, MM 2014, p. 347.

Vladaam Researcher: Use acolyte stats, MM 2014, p. 342.

Archmages: See Volo’s Guide to Monsters.

  • Cretai – Diviner (VGM 213)
  • Ustallo – Transmuter (VGM 218)
  • Tiant – Evoker (VGM 214)
  • Imogen – Illusionist (VGM 214)
  • Aldyck – Enchanter (VGM 213)
  • Araawa – Conjurer (VGM 212)
  • Verack – Necromancer (VGM 217), absent (see Area 14)

GUILDMASTER ARZAN

Guildmaster Arzan: Use archmage stats, MM 2014, p. 342.

  • Lawful Evil
  • AC 15 (18 with mage armor)
  • Languages: Common, Old Prustan, Draconic, Elvish, Elder Elvish, Orcish
  • War Caster: Arzan has practiced casting spells in the midst of combat. He gains advantage on Constitution saving throws to maintain concentration on a spell when taking damage. He can perform somatic components of spells even when he has a weapon or shield in one or both hands. When a hostile creature provokes an attack of opportunity from Arzan, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. (The spell must have a casting time of 1 action and must target only that creature.

Combat Equipment

  • potion of healing (superior)
  • wand of magic missiles
  • scrolls: cone of cold (7th level), dispel magic, polymorph, wall of ice

Other Possessions: bracers of defensering of protection, cane, hand crossbow (20 bolts), scroll case, diamond dust (250 gp), 100 gp pearl (x2), 100 gp, Vladaam deot ring, Red Magi tattoo

Oldtown
End Street – C8

EXTERIOR

The view from the guildhouse is beautiful, directly off the edge of Dalen’s Cliffs and out across the vast expanse of southern grasslands.

MANSE: The manse itself is built of pale blue stone.

YARD: The yard is planted with ghost grass – a pale, translucent grass of remarkable strength. (A shirt woven from properly treated ghost grass is as protective as a chain shirt.)

JADE ROSES: The path leading from the street to the front of the manse is lined with jade rose bushes. (Jade roses are a dark green in color and the petals of the bloom are as hard as the stone from which they take their name.)

FIRETHORN TREE: A single tree stands a few dozen paces from End Street (as shown on the street map). At night, the small, dark red fruits of the tree had the appearance of being on fire (due to the magical evolution of the tree itself).

FRONT ENTRANCE

The front doors, located beneath an upper balcony (Area 15), are flanked to either side by a pearl golem. Each golem has the appearance of Guildmaster Arzan, except that the face is a flat, blank, polished plane.

GUILDMASTER’S EYES: These golems are synced with the current guildmaster. By uttering a command word, they can look through either or both of the golems’ eyes. When he does so, his features replace their blank faces.

Go to Part 13B: Magi Guildhouse – 1st Floor

5E Monster: Pearl Golem

April 28th, 2025

Pearl Golem

Pearl golems are one of the legendary jewel golems of Shandrala.

Although many think of pearl golems only in hues of cream and white, their birthing gems can be fashioned from a wide range of pearlescent colors — pink, blue, grey, aubergine, chocolate, and lavender, among others.

And in Greater Numbers. Among those who know the secrets of their creation, pearl golems are particularly popular constructs, in part because they are cheaper to create than most other golems. While they lack the magical enhancements of other jewel golems, they are more likely to appear in groups and will use their quick wits to coordinate their actions.

Iridescence. Pearl golems have some magical influence over the pearly iridescence of their “skin.” They appear to use this ability to silently communicate with each other in a mysterious visual language.

CONSTRUCTING PEARL GOLEMS

The birthing gem of a pearl golem must be a pearl worth at least 750 gp. This pearl must be polished and enchanted, but does not need to be cut. Preparing the pearl, therefore, requires a DC 10 Intelligence (Arcana). The golem costs 20,000 gp to create, which includes the cost of the birthing gem.

PEARL GOLEM
Small construct, Unaligned


Armor Class 17                                                 Initiative +3 (13)

Hit Points 60 (20d6)

Speed 30 ft.


STR 20 (+5), DEX 16 (+3), CON 18 (+4), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)


Skills Athletics +7

Immunities Necrotic, Poison; Blinded, Exhaustion, Paralyzed, Petrified, Poisoned

Senses darkvision 60 ft.; passive Perception 12

Challenge 3 (700 XP; PB +2)


TRAITS

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Spell Immunity. Pearl golems are immune to all spells except those which affect the quality of the air, such as cloudkill. Such spells deal either double damage or 2d6 damage to the pearl golem, whichever is higher.


ACTIONS

Multiattack. The pearl golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 12 (2d6+5)  Bludgeoning damage.


Pearl golems appear in The Vladaam Affair.

5E Monster: Jewel Golems

April 27th, 2025

Jewel Golems

The legendary jewel golems of Shandrala were originally created through the mystic arts of the Jade Magi. Crafted from wondrous stones in great variety, they generally have the appearance of slender humanoids and are possessed of preternatural speed and grace, due to the spirits of air which animate them.

Those destroying these precious creations in the hopes of looting their gemstone bodies will be left disappointed, however: When the spirit of air which animates them escapes their broken bodies, the crystalline structure collapses, leaving behind a fractured form that quickly crumbles to worthless powder.

CONSTRUCTING JEWEL GOLEMS

The first step in the creation of a jewel golem is the selection and enchantment of the birthing gem, from which the golem’s physical body will eventually be crafted. The initial preparation of the birthing gem requires two weeks of work, during which the creator must spend at least 8 hours each day in a specially prepared laboratory or workroom, in which (among other things) a circle of carefully aligned mirrors is used to focus solar and lunar energy into the birthing gem. This chamber is similar to an alchemist’s lab and costs 500 gp to establish. In addition, this preparation consumes 1/10th of the total cost of the golem in question.

Complication: Only the most exceptional of gems are capable of focusing the intense mystic energies that form the heart of a jewel golem. Lesser stones, or flawed stones, will shatter during the preparation process, but only after consuming the preparation cost.

Once the birthing gem has been prepared, the true work of creating the golem can begin. An extensive process of magical rituals, requiring two additional months to complete, must be performed. During this time, the gem is used as a crystalline matrix from which the body of the jewel golem is spontaneously created. In addition, the elemental spirit that powers the golem is gathered and bound to the evolving structure of the golem’s body.

During this period, when not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. Interruption of this work for any reason will cause the creator to lose control of the arcane energies they are attempting to harness, destroying the birthing gem and forcing them to start over from scratch if they wish to continue. Note, however, that once the birthing gem is prepared, the creator can wait as long as he likes before using the gem to actually construct the jewel golem. A gem prepared by one person can even be used by another person.

The cost listed for each jewel golem includes all materials and spell components that are consumed or become a part of it.

CONTROLLING JEWEL GOLEMS

There are two types of jewel golems: controlled and free.

A jewel golem’s creator can command a controlled golem if it is within 60 feet and can see and hear its creator. If uncommanded, a controlled golem usually follows its last instruction to the best of its ability, though if attacked it will respond appropriately. The creator can give the golem a simple program to govern its actions in their absence, such as “Remain in this area and attack all creatures that enter” (or only a specific type of creature), “Ring a gong and attack”, or the like. However, jewel golems are generally more intelligent than traditional golems, allowing them to carry out more complex tasks.

A jewel golem can become free in one of two ways.

First, if a jewel golem without an active command is separated from their master for a year and a day, it will automatically become free and capable of pursuing its own goals.

Second, a jewel golem following an active command can, once per year, attempt an Intelligence check against a DC equal to 5 + their creator’s level. On a success, they become free.

There are exceptions to these general guidelines:

  • Aquamarine and opal golems are never controlled. They begin their existence as free golems.
  • Diamond and pearl golems are always considered controlled, unless their master specifically gives them freedom.
  • Moonstone golems are constantly contesting their control. They make an Intelligence check at the moment of their creation and every year thereafter until they are successfully free. (It’s rumored that certain “free” moonstone golems are still controlled by some greater imperative.)
  • Bloodstone golems will obey the commands of anyone associated with the holy site they’re responsible for guarding. They can only become free golems if the holy site is completely destroyed, at which point they can attempt an Intelligence check for their freedom. On a failure, they continue guarding the place where the holy site once stood. (Dark bloodstone golems, however, follow the normal rules for controlling jewel golems.)

JEWEL GOLEMS
Pearl Golems

This material covered under the Open Game License.

Kurishan's Garden (AEG Adventure Booster)

Strange mysteries abound… for the poor DM who needs to decipher Kurishan’s Garden and render it into a playable adventure.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Kurishan’s Garden. Players who may find themselves playing in this adventure should not read beyond this point.

WHAT I LIKE

I like the adventure hook: The PCs arrive in a town which is having problems. But the threat isn’t directly to them: They’re not getting food shipments from a different town which has inexplicably ceased communication. Carpenter adds a nice layer to a standard feature of fantasy adventures, and emphasizes the importance of the PCs’ actions by showing the widespread impact of the problem.

I like the premise: Kurishan, a reclusive mage who lived in the village of Darbin, has recently died. Upon his death a number of contingency spells were triggered, designed to transfer his consciousness to a beautiful eternal lily in his spacious gardens. Unfortunately, things didn’t go quite right, and Kurishan found himself instead trapped within a mass of mold, decomposing vegetation, and other debris. Driven a little insane by this turn of events, Kurishan – no longer able to cast spells, but imbued with an ability to control and manipulate plant life – created a strange race of “brainvine”. The villagers, who had yet to realize that Kurishan had even died, were suddenly beset by these vines: Control of their bodies were taken away from them, but they remain awake and aware of what is happening to them (creating a spooky situation in which the PCs can be attacked by people who are begging them to save them).

WHAT I DIDN’T

I dislike the boxed text: It is lackadaisical and subpar. (We actually have small, 10-foot by 10-foot rooms, folks!) While I don’t consider boxed text to be an essential component of a good adventure (take Penumbra’s excellent Three Days to Kill for example), if it is present I expect it to be of high enough quality so that I can actually read it to my players without feeling embarrassed. Poor boxed text which has been made integral to the adventure’s presentation can also hurt the quality of the underlying structure – which is the case here.

I dislike the fact that the adventure fails to capitalize upon its premise: The horror elements are only loosely played with. The situation in the village is entirely static – despite the fact that the PCs are supposedly facing an opponent who is in control of the entire village (and should, therefore, be capable of presenting a dynamic opposition). The PCs are never really given a chance to figure out what’s going on – but are, instead, forced to simply keep reacting until something clicks and the problem goes away (this is a pet peeve of mine – great concepts which only the DM gets to enjoy).

CONCLUSION

Kurishan’s Garden has a good concept and set-up, but then falls down on the actual execution of its ideas. As an Adventure Booster, the low price of $2.49 means that – despite its flaws — Kurishan’s Garden is probably still a good buy as an idea mine if nothing else.

Style: 3
Substance: 3

Author: Ken Carpenter
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8308
Pages: 16

The brainvines are a really cool concept. I should take this as a prompt to finally use them after all these years.

Next AEG Booster Review: Murder of the Seven Points

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Jerimond's Orb (AEG)

From page one, Jerimond’s Orb has problems.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Jerimond’s Orb. Players who may find themselves playing in this adventure should not read beyond this point.

I knew I was going to have problems with Jerimond’s Orb right from page one, when I read the following boxed text, which is specifically meant to be read aloud to the players (excerpted):

“My name is Arawn. I remember traveling home to Treefall, to my father’s inn, and then… darkness. […] Please, let me go home to my village. My mother and sister must worry for me. Arawn has no recollection of the encounter with the PCs, the beast he became, or anything that occurred after sunset the evening before.”

Dropping spoilers into the boxed text due to a layout error is a small thing, but it denotes a lack of attention to detail. This opening section of the adventure also betrays another pervasive problem: The assumption that the PCs will do completely illogical things to further the plot. This is one of the worst things a module writer can do, because it practically guarantees that the PCs will take actions which will either derail the adventure (thus rendering the module worthless to the DM) or force the DM to railroad the characters into the proper course of action (thus rendering the module worthless to the players). Specifically, Arawn shows up in the form of a terrible monster – which attempts to attack and kill the PCs. The adventure specifically assumes that the PCs will leave this monster alone and – at the same time – keep him around until morning (when he changes back to his human form).

You know, I’ve played RPGs for more than a decade – and I have never had the PCs in my games leave a homicidal monster alive. (Particularly in D&D, where you really have to go out of your way to capture an opponent alive.)

PLOT

Fifty years ago a wizard named Jerimond left a magical orb to protect his hometown of Treefall. The orb was designed to enhance the natural luck of any creature or area. If the orb is stolen, however, those who it once benefited will fall under a terrible curse: Condemned to turn into beasts (known as mathorn) when the sun sets and remain that way until dawn.

The orb was placed on a statue in the center of town, and has long gifted Treefall with good luck and plentiful harvests. A few days ago, local bandits stole the orb (which Jerimond used as part of a key-and-lock system to secure the treasure stashed at his old house). Now the crops are turning bad and random villagers are turning into vicious monsters.

When the PCs arrive in town, they will quickly have four mysteries to sort out: The missing orb, a dead girl, the plague of monsters, and the local bandits. All four, of course, have their red herrings and true clues – and all four, of course, turn out to be connected to one another.

CONCLUSION

Although Jerimond’s Orb is not without its strengths – most notably the interesting cast of characters that Ree Soesbee introduces – it’s dominated by its weaknesses. Its largest flaw, unfortunately, is the general lack of forethought and planning which Soesbee shows in constructing adventure. Time and again the PCs are asked to do irrational things, make illogical leaps of reasoning, and stumble upon the “correct” course of action.

All the building blocks of a good, solid adventure are here, but they are sadly disarranged and out of sorts. To render Jerimond’s Orb worth playing is an effort which its underlying quality most likely does not justify. There are better things to spend your money on.

Style: 3
Substance: 3

Author: Ree Soesbee
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8305
Pages: 16

Reading this review 20+ years after writing it, I’m left a little confused by ranking of Substance 3. But since I also haven’t revisited this adventure in just as many years, I guess I’ll trust past-Justin’s assessment.

The reprint of this adventure in the Adventure I collection notably corrects the boxed text errors mentioned in this review.

Next AEG Booster Review: Kurishan’s Garden

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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