The Alexandrian

Posts tagged ‘ptolus remix’

Back to Surveyor’s Headquarters

AREA 7 – ANTECHAMBER OF ARTIFACTS

A vault of white marble.

AREA 8 – BOOK OF INFINITE SPELLS

Scribal stalls line the long walls of this chamber to the right and left. At the far end of the room, there is a stand of bloodwood holding the Book of Arkath.

BOOK OF ARKATH: Each page of the Book of Arkath contains a random spell. Once a page is turned, it can never be flipped back – paging through the Book of Arkath is a one-way trip and, as far as anyone has been able to determine, once a spell has appeared, it does not reoccur. If the book is closed, it always opens to the page it was on before the book was closed.

Once per long rest, a reader attuned to the Book of Arkath can cast the spell to which the book is opened. If the reader is a spellcaster and the spell appears on their spell list, they can cast it up to four times per day. Each time a spell is cast, there is a 1 in 6 chance that the page of the book will automatically turn.

In addition, each time a page is turned (whether willingly or not), there is a 1 in 20 chance that the book vanishes.

The book currently displays protection from energy.

SCRIBAL STALLS: A number of freshly copied scrolls can be found among the scribal stalls.

  • scroll of creation
  • scroll of teleport
  • scroll of control winds
  • scroll of kin curse*
  • scroll of call of the topaz*
  • scroll of harroc adulese (hunter serpent)*

* Exotic spells, see The Spells of Arkath.

GM Background: Under Guildmaster Essetia’s guidance, arcane members of the Brotherhood copy the spell currently displayed in the Book of Arkath. The page of the book is then turned.

AREA 9 – NECROMANCER’S STONE

Upon a platform of substarrae within a bulging cylinder of transparent arenak, sits the Necromancer’s Stone.

CYLINDER: A small plaque written in Old Prustan read, “The Necromancer’s Stone, wielded by the Squirming Horde, cleaved by the vanguard of Nulara Aretari during the Ghulwar.”

  • Substarrae: A purplish black metal. The secrets of its creation were lost long aeons ago, but it’s stronger than even adamantine.
  • Transparent Arenak: A silvery-black metal with a hundred times the strength and durability of normal steel. It has been alchemically treated to become transparent, but retains all the properties of adamantine.

NECROMANCER’S STONE: The Necromancer’s Stone is one of the primal stones – like the alchemist’s Philosopher’s Stone, Sorcerer’s Stone, God’s Stone, Druid’s Stone, and so forth.

In game terms, the Stone has XX charges and regenerates 2d10+4 charges daily at dawn. While holding it, the wielder can use an action to expend 1 or more of its charges to cast one of the following spells from it, using their spell save DC + 10: animate dead, blight, command undead*, create undead, death knell*, gentle repose, halt undead*, and soul bind* (trapping the soul within the Necromancer’s Stone). For spells that can be cast with higher spell slots, the wielder chooses which “slot” to use and spends a number of charges each equal to the “slot” level.

The wielder can also cast raise dead (5 charges) – whether the normal time limit has expired or the soul resists.

The Stone can also be used to create an undead hallow (4 charges) for 24 hours. An area 60 feet around the wielder is imbued with necromantic energy, although the spell fails if the radius includes an area already under the effects of a hallow spell. Undead creatures within the area are immune to turning and non-undead creatures (other than the wielder) cannot enter the area unless they succeed at a saving throw. For each additional charge expended, the wielder can also imbue the undead hallow with one effect:

  • Courage. Undead cannot be frightened while in the area.
  • Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower than 5th level, can’t illuminate the area.
  • Energy Protection. Undead creatures have resistance to one damage type of the wielder’s choice, except for bludgeoning, piercing, or slashing.
  • Fear. Non-undead creatures (other than the wielder) are frightened while in the area.
  • Silence. No sound can emanate from within the area, and no sound can reach into it.

The wielder of the Stone is permanently under the effects of death ward and gains advantage on skill checks and saving throws related to necromantic spells or effects.

This particular Necromancer’s Stone was created during the Ghulwar and was wielded by the legions of Ghul before being captured by Nulara Aretari’s army in the Field of Moonsilver. It’s tainted and bestows two levels of exhaustion to any non-chaotic or non-evil character carrying it.

COMMAND UNDEAD
Level 3 Necromancy (Sorcerer, Wizard)

Casting Time: 1 action
Range: 60 feet
Components: V

You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn’t understand your language, or if your command is directly harmful to it.

Using a Higher-Level Spell Slot. The range of the spell can be increased by an additional 10 feet for each additional spell slot level.

DEATH KNELL
Necromancy Cantrip (Cleric)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature who is currently making death saving throws. If the subject fails a Constitution saving throw, it dies and you gain 2d4+4 temporary hit points.

HALT UNDEAD
Level 3 Necromancy (Sorcerer, Wizard)

Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

Choose up to three undead creatures you can see within range. Each creature must succeed on a Wisdom saving throw or be paralyzed for the duration of the spell. The effect on a creature is broken if it is attacked or takes damage.

Using a Higher-Level Spell Slot. You can affect an additional two undead for each additional spell slot level.

SOUL BIND
Level 9 Necromancy (Cleric, Sorcerer, Wizard)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a black sapphire gem)
Duration: Permanent

You draw the soul from a newly dead body and imprison it in a black sapphire gem worth at least 1,000 gp per level or CR of the creature whose soul is to be bound. The subject must have been dead no more than 1 minute and can attempt a Wisdom saving throw to avoid imprisonment.

The soul, once trapped in the gem, cannot be returned through raise dead, resurrection, or any similar spell or effect, not even a wish or miracle. Only by destroying the gem can one free the soul (which is then still dead).

Necromancer’s Stone is covered by the Open Game License.

AREA 10 – THE STATUE OF VLADAAM

A massive statue standing at one of this chamber depicts a hulking creature of black demon-flesh. Its skull seems to push out from the skin of its face, depicting a bone-white countenance with two flaming coals for eyes.

STATUE: The base of the statue is labeled in Old Prustan – VLADAAM, VESTED OF THE GALCHUTT.

  • DC 24 Intelligence (Investigation): By pushing the V’s in both “VLADAAM” and “VESTED” simultaneously, a panel opens in the base of the statue. It contains The Ritual of Flessh (see handouts).

SEARCH – DC 18 Wisdom (Perception): To detect the secret door leading to Area 11.

GM Background: This statue depicts Vladaam, a Vested of the Galchutt and the founder of House Vladaam.

AREA 11 – DARKENING ENTRANCE

This area is affected by a darkness spell.

COMMAND PHRASE: Those speaking the command phrase (“let us hold and send forth the eye of all knowledge”), which can be found in the Oath of the Brotherhood, can perceive the room as if the darkness spell were not present.

CURSE: Anyone dispelling the darkness spell or passing through the room without speaking the command phrase must succeed on a DC 24 Wisdom saving throw or become cursed: Their shadow becomes animate. Although it remains attached to the victim, it dances wildly, causing the victim to suffer disadvantage on Hide checks unless they’re in an area of total darkness. The effect is permanent, although a remove curse spell ends the effect.

AREA 12 – CRYPTS OF THE BROTHERHOOD

Each of these crypts contain a former, high-placed member of the Brotherhood. This includes all of the guildmasters of the Red Company of Surveyors since the 7th century.

AREA 13 – FONT OF ASCENSION

This is a natural cavern. Carved stairs at the rear of the cave lead down to Area 12. The far side of the cavern opens out onto a cliff face on the edge of Oldtown, providing a breathtaking vista across Ptolus and down to the sea.

ILLUSION: The cave entrance is masked by an illusion from the outside.

FOUNTAIN: A burst of water from the wall softly falls in a burbling cascade through a complicated, multi-tiered fountain of gilded, glinting gold. Each tier of the fountain contains a small, golden sculpture depicting an animal with a rune or sigil on its chest: An eagle, a stag, a bear, a cat, an owl, a wolf, a dolphin, and a hawk.

  • DC 15 Intelligence (Religion): These holy animals were associated with the Elder Gods before those strange deities vanished from the world.
  • DC 25 Intelligence (Arcana): To recognize the runes as being an ancient antecedent of modern dreamspeaking notation. (Advantage on this check if the character is proficient in the Dreaming Arts.)
  • DC 20 Intelligence (Investigation): There’s a hidden compartment at the base of the fountain. It contains The Passing of the Jewels of Parnaith (see handouts).

GOLDEN ANIMALS: The golden statuettes can be removed. Once removed, touching the sigils will cause them to glow. If all of the sigils are activated, each statuette will transform into a cunningly wrought piece of gold. These can be joined together to form an illitor (Ptolus, p. 485).

An illitor is a complex item encompassing a golden belt, armband, and bracelet, each connected to the others by thin golden chains.

GM Background: Only someone wearing an illitor can access the pergolas which lead to the Jewels of Parnaith.

Go to Part 14D: Inner Sanctum Handouts

Map of the Inner Sanctum of the Surveyor's GuildBack to Surveyor’s Headquarters

The Red Company of Surveyors, along with the Fleet of Iron Sails, are, in many ways, the public face of a secret organization known as the Brotherhood of Yrkyth. While their ships charted the Whitewind Sea, the Brotherhood coordinated the gathering of arcane knowledge. They were also involved in the creation of Yrkyth’s “Engima Engine” (the plans for which are still held here within their inner sanctum).

Following Yrkyth’s disappearance in 651 IA, the Brotherhood withdrew even deeper within its cloak of secrecy. Although deeply tied to a variety of Vladaam activities, the Brotherhood 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.

AREA 1 – GRAND ENTRANCE OF THE BROTHERHOOD

The walls, floor, and ceiling of this chamber are polished obsidian.

THE TABLE OF THE BROTHERHOOD: When a command phrase is spoken (“let us hold and send forth the eye of all knowledge”), a table and chairs rise from the living stone of the floor. The table has a long hollow running down its center, which can be filled with liquid for the Toasts of the Brotherhood.

HIDDEN CACHES – DC 20 Wisdom (Investigation): Two hidden caches, each in the center of the long walls, facing each other.

  • Cache 1: Holds the Rites of the Brotherhood and Spells from the Wisdom of Arkath. (See handouts.)
  • Cache 2: Holds 12 doses of Thoth’s Incense. There is a courier slip inside with a point of origin from an address on Brewer’s Close
  • GM’s Background: This is the address of Alchemical Lab 1 – Bodyworks.

STAIRS: Lead to Area 7 of the Surveyor’s Headquarters, above.

AREA 2 – THE STELLAR LUMINOUS TABLET

Upon a three-tiered dais of blue diamond crystal stands a rectangular table upon which stands a strange apparatus next to a crystalline slab which glows with a blue-hued radiation. The light is strange – shadows seem darker here and inexplicable patterns dance in the corners of one’s eyes.

THE TABLET: The crystalline slab is a tablet formed from a white mineral that is always cold to the touch. It bears two columns of angular sigils, one column beneath a crescent glyph and the other beneath a circular glyph.

  • Sigils: The sigils resist all magical efforts at translation.

BLUE RADIANCE OF ERYSH: The Stellar Luminous Tablet emits a blue-hued radiation that induces an awareness of the higher order of dimensions. The radiance overpowers all other illumination and resembles ultraviolet “black light” illumination. Within the radiance, as noted above, shadows seem somehow darker than they should be and odd patterns seem to dance.

  • DC 16 Intelligence (Arcana): Recognizes the light as the Blue Radiance of Erysh.
  • DC 20 Intelligence (Arcana): To be familiar with the properties of the Blue Radiance.
  • Divinations: The Blue Radiance of Erysh is an extremely potent tool for the purposes of meditation, divination, and sorcerous research. Divination spells cast within the radiance are treated as if they had been cast with a spell slot one level higher.
  • Crafting Magic Items: Magic items crafted within the Blue Radiance of Erysh gain extra potency at the GM’s discretion. (Spells cast through such an item might be treated as being cast with a higher spell slot, but other – and stranger – effects are also encouraged.)
  • Madness: Those who make frequent use of the Blue Radiance of Erysh are often subject to obsession and madness. With intense, frequent exposure users become canker ridden and anemic. Anyone casting a divination spell within the Blue Radiance of Erysh must make a DC 16 Wisdom saving throw or suffer a short-term madness. Anyone spending more than 1 hour within the Blue Radiance of Erysh must make a DC 12 Wisdom saving throw (repeated once per day they remain within the radiance) or suffer a long-term madness.

APPARATUS OF LENSES & CRYSTALS: On the dais next to the Tablet. It can be rotated into position over the Tablet.

  • DC 12 Intelligence (Arcana): To intuit that the apparatus is divinatory is nature. If the properties of the Blue Radiance are known (per the checks above), the full function of the device can be intuited (as described below).
  • DC 20 Intelligence (Arcana): By correctly aligning the lenses and crystals around the Stellar Luminous Tablet and then casting divination spells through it, the efficacy of the Blue Radiance is doubled. (Treat the resulting spell as being cast with a spell slot two levels higher.)

GM Background: Recovered from one of the ecrupoli located throughout the Serpents Teeth in the Whitewind Sea. (The ecrupoli are the ruins left behind from the cities and settlements of Galchutt worshipers.)

(Thanks to Planet Algol for the Blue Radiance of Erysh.)

AREA 3 – SHRINE OF TERROR

The floor at the far end of this chamber is sunken down into a pit containing a cyclopean statue. The statue is positioned so that its head rises just above the edge of the pit, its multi-eyed gaze immediately fixating upon any entering through the door.

STATUE: The statue is broken and badly worn, leaving only the upper body of the figure (which is nevertheless 40 ft. tall). One arm lies on the floor of the pit, curved around the base of the remaining statue.

Broken Shaddom Statue

GM Background: The statue depicts a shaadom (Ptolus, p. 595). It was taken from an ecrupoli in the Serpents Teeth.

EFFECT OF THE STATUE:

  • Terror: Creatures gazing upon the statue must make a DC 14 Wisdom saving throw or become frightened for 1 minute. While frightened by this spell, a creature must take the Dash action and move away from the statue by the safest available route on each of its turns, unless there is nowhere to move. If the creatures ends its turn in a location where it doesn’t have direct line of sight to the statue, the creature can make a new DC 14 Wisdom saving throw. On a successful save, the effect ends for that creature.
  • Fascination: Creatures who succeed on the first saving throw must make an additional DC 18 Wisdom saving throw or become disturbingly drawn to the statue (moving 10 ft. towards it each turn). The spell lasts until the victim touches the statue or is forcibly removed from the room.
  • Lingering Whispers: If a victim touches the statue while under the effects of fascination, the statue will enter their dreams. Each night they will be visited by a progressively disturbing vision of the statue (starting with its eyes, torso, and eventually revealing the writhing tentacles of its lower body). This is accompanied by sibilant whispers and the like. The victim will awake each morning having suffered 1d2 levels of exhaustion.

The lingering whispers of the statue can be removed by casting remove curse with a 5th level spell slot within an area affected by a hallow spell.

AREA 4 – THE SAGA OF YRKYTH

The walls of this outer chamber are inscribed with the Saga of Yrkyth (see handouts).

AREA 5 – SHRINE OF YRKYTH

A bronze statue depicts a one-armed man with a handsome, bearded face. One foot is raised to stand upon a thrust promontory of black rock. The figure’s gaze seems fixed upon some distant horizon. The name YRKYTH is emblazoned across the base of the statue.

DC 20 Intelligence (Investigation): To find a compartment hidden in the promontory of black rock which contains the Enigma Engine Lore (see handouts).

AREA 6 – GUILD INITIATION CHAMBERS

These chambers are used as a processional of initiation into the Brotherhood of Yrkyth.

AREA 6A – CHAMBER OF WANDS

Six wands are laid out on a table of mahogany in the center of the room.

  • wand of magic missiles
  • wand of invisibility
  • wand of darkness
  • wand of magic missiles
  • wand of false life
  • wand of enlarge person

GM Background – Initiation Ritual: The initiate must take one of the wands and break it, representing their dominion over arcane lore and their contempt for the trappings of power (when the true power lies within them).

AREA 6B – CHAMBER OF EGGS

The southern end of this chamber (beyond the pillars) is shrouded in magical darkness.

EGGS: Upon marble plinth sitting within the darkness are three eggs – two blue eggs and one red egg.

GM Background – Initiation Ritual: An initiate must break the two blue eggs without harming the red egg.

AREA 6C – CHAMBER OF THE SIGIL

A small writing station with various inks and tattooing instruments faces the far wall of the chamber. One sits at the station cross-legged upon a padded cushion.

ARCANE SIGIL: An invisible arcane mark is written upon the wall, directly in front of the writing station. Anyone capable of seeing it will find that it glows with an almost blinding intensity (DC 10 Constitution saving throw or blinded for 1d10 minutes). The sigil has a different color for each person who views it – sometimes the difference is subtle in hue; often it is radically different. Many report undertones to the hue of an unearthly or indescribable character.

GM Background – Initiation Ritual: An initiate must copy the sigil onto their own body. This is extremely difficult (requiring an appropriate skill check at DC 24), although using a prestidigitation spell makes it easier (requiring a DC 15 Intelligence (Arcana) check).

AREA 6D – CHAMBER OF THE OATH

The entrance to this chamber is blocked by a wall of fire. Anyone bearing the sigil from Area 6C can pass through this wall of fire freely.

THE BLACK REVELER: Upon the wall is what appears to be the mounted body of some feathered monstrosity, but is, in fact, just a cleverly constructed fake.

Black Reveler

THE SIGN OF THE BROTHERHOOD: The four-quilled diamond-feather guild badge appears in bas relief upon the floor.

GM Background – Initiation Ritual: An initiate must kneel upon the Sign of the Brotherhood before the Black Reveler (which depicts one of the incarnations of Bhor Kei) and swear the Oath of the Brotherhood of Yrkyth (see handouts).

Go to Part 14C: Crypts of the Brotherhood

Fairy Reading a Book - warmtail

Go to Red Company of Magi

LETTER FROM GATTARA TO TIANT

Sweetest Tiant,

Your words tantalize me, and I shall be certain to reward you with the most delightful suffering as punishment for your impudence.

In fact, you have spurred me to a wonderful bit of inspiration: I have sent a messenger to Runshallot Street and asked them to send you the next several doses of their liquid pain as soon as it has been extracted from their apparatus. I know how much you love to indulge, and I would not ask you to restrain yourself entirely, but save some for our games later.

Bring it to the curse den on Nethar Street and we’ll get a private room.

And a private plaything.

 Gattara

GM Background: “Runshallot Street” is the Vladaam’s Slave Trade Warehouse. Gattara is also referring to the curse den in the Guildsman District.

REPORT FROM THE RESEARCHERS ON CROSSING STREET

Guildmaster Arzan,

I hope you find these tissue samples as fascinating as we have. You have several days before the preservations spells would need to be renewed. I have also included chrysalid samples.

I think you can assume that we’ll be continuing our work at Crossing Street for the foreseeable future. Not only are there still many questions to be answered before we untangle the riddle of what was being done here, but Mistress Navanna has been delivering new artifacts for our study. Due to the demands, Master Aliastar has had us establish an additional laboratory.

The work is hard, but fascinating. I don’t know that we could sustain the long hours without the assistance of Master Grui’s arts.

                                                                                                Sathara

GM Background: Sathara is a Vladaam Researcher working at the Oldtown Apartments. The tissue samples come from a pain devil, while the chrysalid samples were taken from the nests of the venom-shaped thralls. Master Grui is a Vladaam alchemist who has been supplying draughts of Morpheus to help the researchers work long hours.

A GUIDANCE FROM RENN SADAR TO THE ARCHMAGE CRETAI

Cretai,

I am, of course, disappointed to learn that there’s no chance the Box of Shadows might have been placed within the Banewarrens before they were sealed, although I suppose it’s good not to have wasted the effort on a fruitless enterprise.

I’m also sorry to report that I’ve been unsuccessful in obtaining any of the crystalline research from the Eslathagos project for you. The oversight triad is being unusually secretive, one might almost suggest panicky. If you can think of anything that might influence Unirthorm, Rinirgen, or Kaeran Altarstone to loosen their lips, I do hope you’ll let me know. I can confirm, however, that the crystal lenses are a crucial lynchpin in the operation of whatever the technomantic devices seal the Spire.

Fortunately, this missive is not wholly dedicated to disappointments. In the immediate aftermath of Rehobath’s power play, the Inverted Pyramid suffered a paroxysm of panic and certain old archives were unlocked. Among these were journals of Peruun pertaining to the Divine Blight. The project was only briefly pursued before those fearing it might trigger the very return to the Days of Blood that others sought to guard against prevailed. During this time, however, I was able to secure copies of Peruun’s notes, which I have attached here. I wish you luck in unlocking the secrets of the Blight and look forward to reaping the rewards with you when that day comes.

Don’t forget that you owe me a cup of ale next time you see me at Danbury’s,

                                                                                                Lord Renn Sadar

The attached research notes pertain to an arcane energy, referred to as Divine Blight, which temporarily severs the connection of a priest to the Nine Gods.

The efficacy of the energy cannot be questioned, but mastering the Blight for practical applications — a targeted spell or an enchantment upon a weapon, for example — appears to be an unmet challenge.

GM Background: The box of shadows is described in Ptolus, p. 636. “Eslathagos” refers to Eslathagos Malkith, the Banelord (Ptolus, p. 79) and the “Eslathagos project” assumes that the Inverted Pyramid is involved with the exploration of the Banewarrens (as described in the Banewarrens adventure). Peruun is a founding member of the Inverted Pyramid, who in his latter years became fascinated by chaositech. He wrote a number of journals, some known and many lost, which were encoded with an arcane cipher designed to confound comprehend languages and similar spells.

Go to Part 14: Surveyor’s Guild

2nd Floor of the Red Magi Guildhouse

Go to Red Company of Magi

AREA 11 – LANDING

Stairs curve up and down from this landing. Upon a wooden perch next to the staircase leading up, a clockwork raven sits.

CLOCKWORK RAVEN: Obsidian feathers and ruby eyes. It will turn its head to follow motion and cry out, “Who goes there?” if someone approaches the staircase leading up, but it’s a simple mechanical oddity. It cannot fly nor think.

AREA 12 – UPPER HALL

Two suits of decorative armor bearing the Vladaam heraldic crest on their chests stand at one end of this hall, flanking a door.

Suit of armor with the Vladaam crestGM Background: These suits of animated armor (helmed horror, MM 2024, p. XXX) used to stand at the Front Entrance where the pearl golems now stand. They were created several decades ago by Flambara of Ossyr when the Company of Red Magi was first founded, but their magic has severely decayed. They’ll falsely challenge even legitimate members of the guild, but can be easily be talked out of their challenges.

AREA 13 – ARCHMAGE CRETAI

A blue rug with arcane sigils stitched into it with silver thread fills the floor between a bookcase, a worktable of alchemical equipment, and a comfortable bed.

MEDUSA OF THE RINGS: On the worktable, almost directly opposite the door, there is a porcelain bust of a medusa’s ehad. The porcelain snakes framing her face are animate – writhing and twisting to look at anyone in the room.

  • Rings: Eight of the snakes have beautifully crafted rings threaded onto them. Four are magical: ring of climbing, ring of jumping, ring of protection, ring of sustenance. Four are nonmagical, but very beautiful: a fire opal carved to resemble a basilisk (460 gp); a ring of jagged orange quartz (10 gp); a ring of black metal set with three opals (150 gp); a ring of goldleaf wood (2,500 gp; a pale ivory laced with veins that glitter like gold).

WORKTABLE: Cretai has a pair of goggles of minute seeing. He is attempting to modify the goggles alchemically to produce goggles of true seeing (without needing the arcane puissance to cast a true seeing spell), but his efforts have so far come to naught.

  • A Guidance from Renn Sadar to the Archmage Cretai
  • DM Background: Cretai acts as an agent for Renn Sadar (Ptolus, p. XX). Sadar funnels research abandoned by the Inverted Pyramid as being too dark or too dangerous to the Red Company of Magi through Cretai; Cretai sees to it that the secrets of the Red Company (and also the Vladaams) are fed back to Renn Sadar.

BOOKCASE: Contains lore concerning the Ethereal Plane. Offers a +4 bonus to any related Intelligence checks.

  • Search – DC 14 Intelligence (Investigation): To find an everfull purse hidden in a hollow book.

Ring of Climbing (Uncommon): This ring grants the wearer a climbing speed equal to their normal speed.

Everfull Purse (Rare): This leather belt pouch has the power turn a single gold coin into many overnight. If a single gold piece is placed in the everfull purse at sunset, it will be replaced at sunrise by 25 gold pieces. The purse has no effect if more than one gold piece is left within, or if anything other than gold is placed with in.

AREA 14 – ARCHMAGE VERACK

This room is dominated by a luxurious red-and-gold rug depicting two dragons chasing each others’ tails in orbit around a blazing sunburst. Bookshelves line one wall of the room and a writing desk is positioned under the window.

BOOKS: A detailed and esoteric collection of dragon lore, notably including Lore of the Wyrmhoards in the Mountains of the East, granting advantage to any appropriate knowledge-based Intelligence checks.

WRITING DESK: Empty except for some blank sheets of paper and well-stoppered vials of ink. In one drawer there is a polished silver mirror with a single large crack running through it; the crack is blackened as if it had been caused by an intense flame, but the rest of the mirror is unharmed.

  • DC 16 Intelligence (Arcana): This sort of mirror is used for scrying
  • DC 22 Intelligence (Arcana): This sort of damage would be caused by a scrying spell encountering an overwhelming defense against scrying or an intense source of power.

SEARCH – DC 10 Intelligence (Investigate): There’s a definite layer of dust, a staleness to the sheets, and a general sense of disuse about the room. No one has been living in this room for at least several weeks.

SEARCH – DC 20 Intelligence (Investigate): There’s a hidden compartment under the rug containing:

  • +1 dragon rifle
  • mithril shirt
  • scroll of ray of enfeeblement
  • scroll of finger of death
  • scroll of shocking grasp
  • longsword in a scabbard of black leather with a dragon head of copper at its tip (see below)

SCABBARD – DC 10 Intelligence (Investigate) / DC 24 Wisdom (Perception): The scabbard is longer than the sword it holds. The tip is false and contains a ring of dragonform.

Ring of Dragonform (Rare): Fashioned from copper, this full finger ring is fashioned like a dragon’s claw. Once per day, the wearer may use an action to transform into either a young copper dragon (if the wearer is good) or young red dragon (if the wearer is evil). (A neutral wearer may choose which dragon form they are most akin to, but thereafter can only choose that form when using the ring.) This effect functions as a true polymorph spell.

GM Background: Verack is currently in the Imperial capital city of Trolone engaged in various arcane research.

AREA 15 – BALCONY

The doors from this balcony are arcane locked and have alarms on them (mental alarm, triggered to either Guildmaster Arzan or, for the door to Area 14, the Archmage Verack).

Note: This means that opening the door to Area 14 will effectively NOT trigger an alarm because Verack is too far away to receive it.

AREA 16 – ALIASTER’S SCULPTURES

Glass doors look out onto the balcony (Area 15), in addition to the double doors of oak leading to Area 12 and the small side door to the Apprentice Laboratory (Area 17). There are five pieces of sculpture on marble plinths located around the perimeter of the hall.

BALCONY DOORS: These doors are arcane locked and has an alarm on them (mental alarm, triggered to Guildmaster Arzan).

SCULPTURES: Each sculpture is marked with Aliaster’s arcane sigil. One of the sculptures is signed with the name “Aliaster.” (All of these sculptures were, of course, created by Aliaster Vladaam.)

Aliaster's Arcane Sigil

Aliaster’s Arcane Sigil

SCULPTURE 1: A beautiful, nude maiden has been half exposed from an unfinished chunk of marble which is still half unhewn and rough. Her hair, which hangs down over her face (obscuring her visage entirely), is of elfin gold (flexible and pliant) and possessed of an enchantment which causes it to stir slightly as if caught in the breeze.

Every few minutes, the “breeze” picks up, causing the hair to sweep aside and reveal – for only the briefest of moments – the hideous, demonic, skull-like visage of the maiden’s face.

SCULPTURE 2: A massive, muscular arm thrusts up from the surface of the plinth. If anyone draws near, the arm will reach out plaintively towards them.

SCULPTURE 3: A simple bust of white stone, depicting the thoughtful visage of a beautiful woman. The plinth is labeled “Flambara, the Eternal Flame of My Heart.” (Use Philippe Faraut’s Guardian as a visual reference.)

SCULPTURE 4: Another simple bust of white stone, this one labeled “Nulara Aretari.” (Use Philippe Faraut’s Child of Senegal for visual reference.)

SCULPTURE 5: A sculpture of an ent sitting upon a rotting log, looking down in enigmatic thought upon the splayed body of a dead dryad. The ent’s leaves are enchanted so that they sway gently in an unseen wind.

AREA 17 – APPRENTICE LABORATORY

Multiple tables filled with a chaotic assortment of equipment and tools fill the walls and center of this room.

APPRENTICE WORK: The apprentices are currently being instructed on feather tokens. There is a completed anchor feather token and partially finished anchor feather token, bird feather token, and whip feather token.

There’s approximately 4,000 gp worth of miscellaneous equipment. Of particular note are two vials of universal solvent.

DM Background: This laboratory is used by the Vladaam Mages and Researchers. The Archmages and Guildmaster instruct them here or them crank out minor magical items according to the Guild’s needs.

AREA 18 – ARCHMAGES IMOGEN & ALDWYCK

A utilitarian chamber with two modest beds against opposite walls, flanking a pair of matching worktables. Next to one of the worktables is the partially constructed form of an iron statue. Its head lies on the table next to it.

FIRST WORKTABLE – IRON STATUE: This is actually a partially completed iron golem. Aldwyck is attempting to complete it in order to impress the other Archmages, but he’s bitten off more than he’s actually capable of.

  • Iron Head: The head will blink and turn to look at anyone approaching the table. It will attempt to form words, but can say nothing.
  • On the Table: An incomplete iron golem manual. It includes a copy of the cloudkill spell and would have a market value of 6,000 gp.

SECOND WORKTABLE: A +2 battleaxe of dwarven make lies on the table. The enchantments on it, however, have been dissected and splayed out using ethereal pinions – glowing beams of blue energy stretch tautly between the pinions and the waraxe.

  • Removing Pinions: Removing the pinions without disrupting the axe’s enchantments requires a DC 25 Intelligence (Arcana) check. Proficiency with Smith’s Tools grants a +5 bonus on this check. On a failure, the battleaxe is destroyed (rendering it a mundane weapon). Tool proficiency
  • Battleaxe: The battleaxe originates from the forges of Dwarvenhearth.

SEARCH – DC 12 Intelligence (Investigation): There’s a polished silver mirror worth 1,000 gp under the pillows on one of the beds.

  • DC 18 Intelligence (Arcana): This is a scrying

DM Background: Imogen and Aldwyck are lovers. They are also the two newest archmages among the Red Magi.

AREA 19 – APPRENTICE BUNKS & DINING HALL

This room serves as basically a boarding house for all of the Vladaam Mages and Vladaam Researchers in the guild.

The walls of this chamber are lined with bunk beds that are four high. A large table and rickety-looking chairs fill the middle of the room. The table is covered in dirty dishes in various phases of filth and vaguely organic growth.

BUNK BEDS: A total of twenty-four berths in six stacks of four-high bunk beds.

TREASURE: Secreted under mattresses, lying around on small side tables, kicked into a corner.

  • large steel shield +1
  • a fancy cloak of silver wolf fur (110 gp)
  • ivory and silver carving service (310 gp)
  • ornamental silver inkpot with blue quartz gems (100 gp)
  • silver locket with platinum filigree depicting a rose (90 gp)
  • pouch containing 199 pp
  • potion of levitate (cursed; the possessor must eat twice as much as normal for a fortnight)
  • a violet spinel (600 gp)

AREA 20 – LIBRARY & ARCANE CIRCLE

The library is well-stocked with arcane lore. Studies in this library benefit from a +2 bonus to Intelligence (Arcana) checks.

BOOKS: In addition to a copy of Hate of the Cobra, the library contains copies of the following chaos lorebooks:

  • Lore of the Demon Court
  • Mouth of the Void
  • The Writhing Obelisk
  • The Earthbound Demons
  • The Magi of Chaos
  • Book of the Elder Brood: Akop

ARCANE CIRCLE: Spells cast within the arcane circle are treated as if they had been cast with a spell slot one level higher than the one used by their caster.

AREA 21 – REAR BALCONY

This area is surprisingly poorly guarded.

AREA 22 – ARCHMAGE TIANT

This room dances to the tune of the many multi-colored magical flames which fill it: A huge pit of blue fire that shifts to purple and then to red and then to yellow and back around again fills the center of the chamber. Candle-less candelabras jut out from the wall, while other flames go cavorting around and through the jumbled cascade of magicl equipment, books, and haphazard worktables.

Map of two floors of the Red Magi TowerIRON LADDER: Leads up to a trapdoor in the ceiling about 20 feet up.

WORKTABLES – DC 20 Wisdom (Perception): To notice that the top of one of the worktables has a concealed key hole (DC 22 Dexterity (thieves’ tools)). If unlocked, the tabletop can be lifted to reveal a hidden storage chamber containing:

  • Liquid Pain (12 doses) and Letter from Gattara to Tiant
  • GM Background: Tiant and Gattara are occasional lovers.

WORKTABLE – DC 20 Intelligence (Arcana): To recognize that Tiant is currently creating a staff of fire. Unusually, he appears to be hollowing out the core of the staff and inscribing it with alchemical sigils linked by arcane runes.

  • GM Background: Tiant plans to fill the hollow core of the staff of fire with liquid pain, resulting in a the spells inside the staff being cast with a +2 spell slot level.

SEARCH – DC 18 Intelligence (Investigation): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

AREA 23 – TOWER ROOF

A large apparatus of contorted metal and brass tubing has been erected on the roof.

APPARATUS – DC 15 Intelligence (Arcana): This is an etheric monitoring device. It maintains a connection with the Ethereal Plane and can be used to peer or scry into that plane.

AREA 24 – BASEMENT

A mummified corpse has been shackled to a wooden table in the corner of the basement. The rest of the room is piled high with an assortment of junk.

Red Magi BasementJUNK:

  • a chest with a broken lid
  • decayed clothing
  • a jar of dead flies
  • an alchemist’s kit (useless from age)
  • a small ivory figurine that has been defaced past recognition
  • wicker baskets with ripped out bottoms

MUMMY: The mummified corpse, however, is an actual mummy. Once part of some experiment, it was secured and then discarded down here with the rest of the junk.

Go to Part 13D: Red Magi Handouts

Red Company of Magi - 1st Floor Map

Go to Red Company of Magi

AREA 1 – ENTRY HALL

The white marble floor of the entry hall is perforated with dozens of tiny holes.

PRESTIDIGITATION HALL: Anyone stepping onto the floor of this room will have dirt, grime, blood, or other filth sloughed off their bodies due to a permanent prestidigitation effect. The filth disappears down the holes in the floor.

AREA 2 – MAIN HALL

A cross-shaped crimson carpet runs across the width and breadth of this large hall, with one leg crossing from Area 1 to Area 9 and the other leg running from a pair of double doors flanked by statues (leading to Area 6). On the wall opposite the statues, a golden disc has been inlaid in the floor.

CARPET OF SERPENTS: The red carpet is embroidered with four snakes which twist and twine around each other. Any Red Magi can speak a command word which will cause the snakes in the carpet to become animate as fiendish giant constrictor snakes.

Fiendish Constrictors: Use giant constrictor snake stats (MM 2024, p. 351) with the following abilities:

  • Devil’s Sight: The fiendish constrictor has darkvision 60 ft. which is not impeded by magical darkness.
  • Damage Resistance Cold, Fire; Nonmagical Attacks That Aren’t Silvered
  • Magic Resistance: The fiendish constrictor has advantage on saving throws against spells and other magical effects.
  • Fiendish Fangs: Bite attack is considered a magical weapon.

STATUES: One statue is of a strong, muscular man and purports to depict Vladaam, the founder of House Vladaam. The other depicts a beautiful woman in swirling robes holding an orb which glows with a faint blue light. This second statue has a plaque naming the woman Flambara of Ossyr.

  • DC 16 Intelligence (History): Ossyr is the name of what was once one of the small Sea Kingdoms.
  • GM Background: Flambara founded the Red Company of Magi with Aliaster in 691 IA and was his mistress. She was assassinated in 698 IA.

GOLDEN DISC: This disc displays an embossed map of the Empire, including the Whitewind and Southern Seas.

  • True Seeing: Anyone looking at the disc with a see invisibility or true seeing effect will see small, glowing points of light which indicate the physical location of anyone carrying the badge of the Red Magi. Anyone touching the disc and naming someone with a Red Magi tattoo can contact them as per a sending spell and receive a response in return. Use of the disc while casting scrying on Red Magi causes inflicts a -5 penalty on their Will save against the scrying.
  • Inscription: Engraved in an elegant script of Draconic around the perimeter of the disc. “A gift from the Red Company of Surveyors to our Brothers in the True Pursuit. Let us hold and send forth the eye of all knowledge.”

AREA 3 – DINING HALL

A well-worn dining hall.

CABINETS: Contain dishes, glasses, and silverware. All of that is normal, but the cabinets themselves are magical: If they are opened, telekinesis effects will set the table with a number of place settings equal to the number of people currently in the room.

CHEST OF SUSTENANCE: A simple cantrip on the large chest under the window on the south wall keeps food placed within it fresh.

AREA 4 – SUPPLY CLOSET

Contains alchemist’s supplies and spell components.

SPELL COMPONENTS: A generous supply for any spell of 5th level or below, including:

  • 100 gp pearls for identify (x12)
  • lead-based ink for illusory script (100 gp worth)
  • diamond dust for stoneskin and nondetection (1,500 gp worth)
  • gold dust for arcane lock (300 gp worth)
  • ruby dust for continual flame (600 gp worth)
  • jade dust for magic mouth (100 gp worth)
  • gilded skull for summon undead (300 gp)
  • crushed black pearl powder for circle of death (1,000 gp worth)

AREA 5 – KITCHEN

A perfectly ordinary, well-stocked kitchen.

CELLAR DOOR: Trap door in the floor leads down to Area 24.

GM Background: The Red Magi keep trying to convince Madame Hammala (their cook and housekeeper) to let them “improve” the kitchen with various magical accoutrements. She refuses.

AREA 6 – GUILDHALL

A life-size jade statue of Kharos, God of Magic stands at the end of the hall before several rows of pews. It holds a tri-forked wand in his left hand and cradles a silver cat in the crook of his right arm. A crackling disc of blue energy three feet across stands directly in front of the statue. A basin stands in one corner of the room.

  • DC 15 Wisdom: The cat is actually made from mithril and is worth 10,000 gp.

DISC OF BLUE ENERGY: A permanent floating disk on the floor in front Kharos’ statue. Anyone stepping on the disk will cause it to float 3 feet into the air.

  • GM Background: Guild members will step onto the disk and become elevated while they speak to their fellow Red Magi.

BASIN OF WATER: A small basin filled with crystal clear water stands in the corner of the room. The basin is formed from the open mouth of a gaping, stylized dragon. It will purify any water placed within it, as per a purify food and water spell.

  • GM Background: During guild meetings, members will ceremonially wash their face and hands at this basin before taking their seats.

AREA 7 – ARCHMAGE USTALLO

A long workbench stands along the western wall next to a low-slung divan with a hookah stand beside it. Several chests sit below the curve of the wall opposite. Two long bookshelves meet in the corner of the room beneath two paintings — one depicting a black dragon; the other a white dragon.

HOOKAH: Has 6 doses of abyss dust.

  • GM Background: Ustallo is not yet addicted, but he does enjoy it.

PAINTINGS: DC 14 Intelligence (History) to recognize them as the work of Hashi, a very popular painter in the 620’s. They belong to a longer sequence known as the Chromatic Lightning, which features depictions of every type of dragon, each flying in a thunderstorm. Each painting is worth 500 gp.

BOOKS: An extensive research library on humanoid physiology. Grants advantage to diagnostic Heal checks.

SEARCH – DC 18 Wisdom (Perception): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

GM Background: Archmage Ustallo also works as Guildmaster Arzan’s personal assistant.

AREA 8 – GUILDMASTER ARZAN

ALCHEMICAL LAB: A bubbling array of glass, copper, and alchemical concoctions are arrayed across two tables which fill the far wall of the chamber.

  • There are notes detailing an effort to create an improved antitoxin (which would grant advantage to saving throws against poison for 1 day) based on a synthesis of chemicals found in the sting glands of a wyvern.
  • DC 25 Intelligence (Alchemist’s Supplies): The entire approach is inherently flawed and was first tried by the Master Alchemist Tirnet Kal several centuries ago (although this is only detailed in obscure partial quotations from the Observations of Alchemical Reductions and the Deductions Therof, a book that was lost several centuries ago). (This check is made with a +10 bonus if the character has studied a copy of this lost work, which is available in the Complex of Zombies.)

DESK: A massive, curved desk with a high-backed chair of red velvet topped with a gold-gilted dragon stands before a broad window looking out across the front lawn of the manse.

  • On the desktop are Reports from the Researchers on Crossing Street (see handouts).
  • SEARCH – DC 12 Wisdom (Perception): A false bottom to one of the drawers contains an iron lockbox (DC 16 Dexterity (Thieves’ Tools)). It contains 60 gp, an alexandrite (300 gp), a chrysoprase (20 gp), a white opal (6,000 gp), a red-brown spinel (80 gp), a moss agate (11 gp), and a violet garnet (800 gp).

FIRETHORN BONSAI: On a decorative table in the corner near the window, there is a bonsai tree with small, dark red fruits. This is a firethorn bonsai. At night, the fruits have the appearance of being on fire.

  • GM Background: This tree was taken from a cutting of the firethorn tree on the front lawn of the manse.

SEARCH – DC 18 Wisdom (Perception): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

AREA 9 – RESPITE UNDER THE STAIR

A circular table with a scarred surface and several equally well-worn chairs are gathered in the corner of the open room at the base of some stairs heading up. A silver pitcher with a mouth formed like the head of a swan sits in the middle of the table, surrounded by some wooden cups.

SILVER EWER: Magically enchanted so that it is always full of a sweet, strawberry-tinted mead.

BROKEN BOOKCASE: Stored back behind the stairs.

AREA 10 – THE LOWER TOWER

Several large crates have been stacked at the base of a spiral staircase of white sandstone.

CRATES: Contain three set of alchemist’s supplies and 20,000 gp worth of material for creating magical items.

Go to Part 13C: Magi Guildhouse – 2nd Floor

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