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Alchemy Lab - Shadowworks

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SHADOWWORKS – DAYTIME

Action GroupLocation
ApprenticeArea 1
2 Advanced Vladaam GuardsArea 2
Journeyman + ApprenticeArea 3
2 Journeymen Area 4

SHADOWWORKS – NIGHT

Action GroupLocation
2 Advanced Vladaam GuardsArea 2
Journeyman + Apprentice (25% chance)Area 4
Kilana + 2 JourneymenArea 5

Alchemy Lab - Shadowworks Location

Alchemical Lab – Shadowworks
Guildsman District
Wayfarer’s Street – K9

AREA 1 – SHOPFRONT

The lower level of the Shadowworks presents a respectable shop for alchemical weaponry.

A long, L-shaped display case blocks easy access to the wrought iron spiral staircase in the back corner. The surface of the table is inset with five Vladaam alchemy sigils.

INVENTORY:

  • Acidpoint Arrows (x100)
  • Acidpoint Bolts (x50)
  • Firepoint Arrows (x100)
  • Firepoint Bolts (x50)
  • Frostpoint Arrow (x100)
  • Frostpoint Bolts (x50)

CASHBOX: 200 gp in miscellaneous coin.

Vladaam Alchemist Sigil

AREA 2 – BOWYER’S WORKSHOP

This workshop is used to

  • Fletcher’s Tools
  • Alchemist’s Supplies specialized for creating bolts and arrows
  • 500 gp in fletching supplies

AREA 3 – ACID LABORATORY

At the center of the room is a large vat filled with acid, surrounded with equipment designed for injecting alchemist’s fire in order to create acidic fire.

  • 1 full set of Alchemist’s Supplies

AREA 4 – ALCHEMICAL LABORATORY

A large, well-ventilated area with a skylight that’s kept propped open during the day.

ALCHEMY LAB: Two sets of alchemist’s supplies.

  • acid (x10)
  • acidic fire (x5)
  • alchemist’s fire (x10)
  • alchemist’s frost (x10)
  • darklight candle (x4)
  • magicbane (x4)
  • Alchemy Lab 3 – Common Lorebook
  • Inventory from the Shop on Guilder Street
  • Order from the Commissar
  • 8,000 gp of alchemical supplies

IRON COFFER: 10% chance of being present.

  • 500 gp
  • 40,000 sp
  • 50,000 cp
  • Instructions to have the Ithildin Couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

DM Background: The “great need” referred to in the Commissar’s decree is the barbarian invasion described in the Night of Dissolution adventure.

INVENTORY FROM THE SHOP ON GUILDER STREET

The current inventory of the labs and shop on Guilder Street stand at:

13 acid flasks10 acidic fire
120 acidpoint arrows and bolts
10 alchemist’s fire
7 alchemist’s frost
80 firepoint arrows and bolts
9 frostpoint arrows and bolts
1 slowfall cloak

Please advise on when we can expect a resupply, particularly on our low stocks of alchemist’s frost. Master Grui had suggested that you might also an excess supply of acidbane salve, which we could use. I’ve sent along a supply of abjurer’s chalk as well, but you should let us know what else might be of use to you before we start our midweek brews.

Vladaam Alchemist Sigil

ORDER FROM THE COMMISSAR

By Request of the Commissar of Ptolus—

That the Red Company of Alchemists should increase and prioritize its production of acidpoint, firepoint, and frostpoint alchemical bolts and arrows in anticipation of the great need of the City-State of Ptolus for its own defense.

In exchange for this consideration, the Commissar shall guarantee a payment of no less than 25,000 gp and the subsidization of any additional stock at a price of forty percent, that stock to remain with the Red Company of Alchemists for its own aggrandizement.

Ptolus - Commissar's Heraldry - Copyright Monte Cook GamesIgor Urnst

AREA 5 – LIQUID SHADOW LABORATORY

A smaller laboratory, notably more intimate than the almost industrial-scale operations of the other laboratories here. Black liquids burbling in glass tubes.

ALCHEMY LAB: A set of Alchemist’s Supplies.

  • 2 pint of liquid shadow (Ptolus, p. 647)
  • Alchemy Lab — Secret Lorebook
  • Liquid Shadow Alchemical Recipes
  • Shadow Detector Research Notes (DC 12 Intelligence (History) check to recognize the seal of House Sadar on these documents.)

DM Background: In addition to developing the shadow detector for House Sadar, the liquid shadow developed in this laboratory is sold directly to Sadar’s shadowmancers.

LIQUID SHADOW ALCHEMICAL RECIPES

These notes detail an alchemical recipe for synthesizing liquid shadow. The process requires 1,500 gp in supplies and a successful DC 30 Intelligence (Alchemist’s Supplies) check.

DM Background: The recipe is not particularly economical (costing more to create than the market value of liquid shadow), but it has the advantage of being producible on demand and in quanity.

SHADOW DETECTOR RESEARCH NOTES

These research notes constitute an effort to filter liquid shadow with silver nitrate in an effort to create a “shadow detector.”

The goal appears to be create a device which can be used to “sift the Shadow of Ptolus” as part of an effort to “locate Kadmiel, the Shadow Tower.” The notes for this are incomplete, apparently having been copied from a more complete source in order to provide the alchemists with sufficient detail for developing their device. These notes are marked with a seal:

Ptolus: House Sadar Heraldry - Copyright Monte Cook Games

Apparently the specific difficulty is that an appropriately modified shadow walk spell will allow one to enter the “Shadow of Ptolus.” (This equires a casting of the spell and a DC 25 Intelligence (Arcana) check.) But there are actually many “Shadows of Ptolus” that overlap each other like shadowy mist. The Shadow Tower is only located within a specific Shadow of Ptolus and the effort of the shadow detector is to be able to quickly peer through these many layers of the Shadow and find the particular attunement on which Kadmiel exists.

DM Background: See Kadmiel Tower and Shadow of Ptolus in Ptolus, p. 303-4.

Go to Part 7D: Alchemy Lab 4 – Storefront & Common Labs

Alchemy Lab - Poisoner's Guild

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POISONER’S GUILD – DAYTIME

  • Thornai**
  • 2 Journeymen*
  • 4 Apprentices
  • 2 Vladaam Gladiators

POISONER’S GUILD – NIGHT

  • 2 Advanced Vladaam Guards
  • 50% chance: 1 Journeyman*
  • 50% chance: 1 Apprentice

* Carries common vault key.
** Carries master vault key.

Alchemy Lab - Shadowworks Location

Alchemical Lab – Poisoners’ Guild
Guildsman District
Brewer’s Close – I9

AREA 1 – LABORATORY

The large space is filled with a chaos of lab tables and work stations. A thick, acrid smell fills the green-hazed air.

ALCHEMIST’S LABS: 6 sets of alchemist’s supplies.

  • DC 14 Intelligence (Alchemist’s Supplies): The labs here contain a predominant amount of equipment specialized for the handling and refining of poisons.

ALCHEMY SUPPLIES: 2,000 gp in alchemical supplies.

One crate of unopened supplies still has the Bill of Shipping Right issued by the Docks attached to it. It identifies the Prince’s Servant, commanded by Captain Therech and registered to the Fleet of Iron Sails, as the ship which carried the crate to Ptolus. The taxes were paid by the deot of House Vladaam.

ALCHEMY CONCOCTIONS: banecord (x6), benecord (x2), beastbane incense (x2), beastbane salve (x2), beastgrace perfume (x1), poisonbane unguent (x12), verminbane incense (x2), verminbane salve (x2)

DC 20 INTELLIGENCE (INVESTIGATION): A concealed trapdoor reveals a small compartment with an iron coffer (DC 24 Thieves’ Tools) containing augur’s draught (x3), cassandra’s tears (x6), and soul’s draught (x3).

SECRET DOOR: DC 20 Intelligence (Investigation), two DC 24 Dexterity (Thieves’ Tools) made simultaneously. Requires both the master vault key and one of the common vault keys to be turned simultaneously in twin locks.

AREA 2 – POISON VAULT

This vault contains:

  • 3 vials of every poison in the DMG (p. 357) except for midnight tears, purple worm poison, and wyvern poison.
  • Alchemy Lab 2 – Secret Lorebook (located on pedestal; see trap below)
  • Unfulfilled Order for Shadow Essence Poison
  • 5,000 gp in alchemical supplies

IRON COFFER: 10% chance of being present.

  • 500 gp
  • 40,000 sp
  • 50,000 cp
  • Instructions to have the Ithildin Couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

TRAP: If the lorebook is removed from the pedestal without first pushing a trigger concealed on the back of the pedestal, six crossbow bolts tipped with purple worm poison fire into the room (determine targets randomly). Detect DC 20, ranged attack +10, 1d8 piecing damage + purple worm poison (12d6 poison damage, DC 19 Constitution saving throw for half damage).

UNFULFILLED ORDER FOR SHADOW ESSENCE POISON

Thornai—

I’m running low on shadow essence, and I’d dearly appreciate a fresh supply of thirty doses at your earliest convenience. Our guests can get dreadfully out of sorts without it.

I’ll take delivery at Marquette’s on Pitch Street.

Arquad

Go to Part 7C: Alchemy Lab 3 – Shadowworks

Vladaam Alchemical Lab - Bodyworks

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BODYWORKS – DAYTIME

Action GroupLocation
Vladaam GuardArea 1
2 Journeyman* + 6 Apprentices + 2 Advanced Vladaam GuardsArea 2
Grui** + 2 Journeymen*Area 5

BODYWORKS – NIGHT

Action GroupLocation
2 Advanced Vladaam GuardsArea 2
2 Journeymen (50% chance)Area 5

* Carries common vault key.
** Carries master vault key and Letter from Guildmaster Essetia.

Alchemical Lab - Brewer's Close

Alchemical Lab – Bodyworks
Guildsman District
Brewer’s Close – I9

LETTER FROM GUILDMASTER ESSETIA

Master Grui,

I think your for your kind gift of Thoth’s Incense. I have little doubt that my scholars will benefit greatly from sharing the thoughts of the scholars you have captured in its vapors. However, I am afraid I must — with all due deference — refuse your request to study (or sample) brain dust drawn from the sarcophagi of our master cartographers.

I confess I would be most curious to know how you learned of the burial chambers beneath our guild hall in the first place. But, nevertheless, they must remain sacrosanct.

As a minor matter, I would also appreciate it if you would make some inquiry into your lorebooks regarding any references to “Malkith” or his arts. We have found some arcane references of late and would like to clear up some evident confusion on our part.

Guildmaster Essetia,
Red Company of Surveyors

AREA 1 – ENTRANCE

A covered porch. The long wall is a large mural of the Vladaam alchemy sigil.

FRONT DOOR: AC 15, 32 hp, DC 20 Dexterity (Thieves’ Tools)

Vladaam Alchemy Sigil

AREA 2 – LAB

Long workbenches run the length of the room, covered in elaborate equipment. Cabinets along the north wall contain various supplies.

  • 6 fully-stocked alchemist’s labs
  • 2,000 gp worth of alchemical supplies
  • acidbane salve (x2), balm of the rose, denharil’s oil (x5), draught of Morpheus x5, rejuvenative draught (x2), summoning balm, thoth’s incense (arcana)
  • Alchemy Order from Navanna
  • Note from Kilana to Grui

ALCHEMY ORDER FROM NAVANNA

Master Grui—

Please deliver six Draughts of Morpheus to the house estate as soon as possible. Aliaster and his mages have been working long hours at the Oldtown apartments and I have loaned them the entirety of my current supply.

Your work with the grafts has been excellent. Aliaster assures me that additional revelations will soon by flowing from his work.

Navanna Vladaam

NOTE FROM KILANA TO GRUI

Grui—

We’re running low on acidbane salve at Wayfarer’s Street. One of the new apprentices has been going through it like butter. If you could send us next month’s shipment early, that would be lovely.

Kilana

AREA 3 – STORAGE

Shelving of dark wood stained with chemicals along the walls. Additional shelving below a low, square work table in the middle of the room.

ALCHEMICAL SUPPLIES: Worth 6,000 gp.

VAULT DOOR (to Area 4): AC 19, 100 hp, two DC 24 Dexterity (Thieves’ Tools) made simultaneously. Requires both the master vault key and one of the common vault keys to be turned simultaneously in twin locks.

AREA 4 – VAULT

Small area with lead-lined walls.

SHELVES:

  • 8,000 gp in rare alchemical supplies.
  • Alchemy Lab 1 — Common Lorebook

SIGIL BOX: A box with no visible mechanism for opening it. The top is inlaid with the Vladaam alchemy sigil.

  • DC 15 Intelligence (Investigate): The two circles of the inlaid sigil can be rotated. (75% chance one of them gets rotated the wrong way, triggering the trap.)
  • DC 25 Intelligence (Investigate): The circles need to be rotated in opposite directions to avoid the trap. Doing so causes the inlaid sigil to pop up; it can then be swung aside to reveal a lock which can be opened with Grui’s master key.
  • Wyvern Arrow Trap: ranged attack +8, 1d8 damage plus DC 15 Constitution saving throw (7d6 poison damage or half that on a successful save).
  • Contents: Alchemy Lab 1 – Secret Lorebook, 33 pp, 3091 sp

IRON COFFER: 10% chance of being present.

  • 500 gp
  • 40,000 sp
  • 50,000 cp
  • Instructions to have the Ithildin Couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

AREA 5 – SECRET LAB

Alchemical labs have been set up on opposite ends of the room. There large dissection slabs in the center of the room. A blue, alchemical flame in a sconce hanging from the ceiling casts an eerie light, but also purifies the air (giving it a distinctive ozone scent). There’s a trap door in the floor in the corner of the room.

ALCHEMY LABS: Contain two full sets of alchemist’s supplies.

DEAD BODIES: Being used for study and dissection.

OTHER ITEMS:

  • 2,000 gp in alchemical supplies
  • necromancer’s oil (skeleton x6, ghoul x2)
  • 2 pain devil hell scourges, ready for grafting (see Part 15: Oldtown Apartments)

SHIPPING CONTAINER: Partially loaded. The side is stamped with an address on Pitch Street in the South Market.

  • zombie oil (x10)
  • zombie oil (control concoction, x2)

DM Background: Crate is being delivered to the Part 17: Undead Shipping Warehouse.

TRAPDOOR: A trapdoor in the floor leads to a tunnel which emerges in the Midden Heaps (Ptolus, p. 179).

DM Background: They use this tunnel to dispose of dead bodies.

Go to Part 7B: Alchemy Lab 2 – Poisoner’s Guild

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

DARK DWARF MASTERS

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

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

ALCHEMICAL LOREBOOKS

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

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

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

OPERATING PRINCIPLES

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

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

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

VLADAAM ALCHEMISTS & OTHER DENIZENS

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

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

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

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

Many of the journeymen alchemists are half-orcs:

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

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

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

Dark dwarf traits:

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

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

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

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

Go to Part 7A: Alchemical Lab 1 – Bodyworks

Map: Abandoned Temple of the Great Mother

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BACKGROUND

This church belonged to a small cult which worshipped Aredhel, the sacred ur-tree which they claimed was the Mother of the Gods. The cult had a minor renaissance about fifteen years ago, during which time they claimed that the church’s tree was a sapling grown from a cutting of Aredhel herself. Seven years ago, however, the tree was struck by lightning and killed. The cult’s popularity abruptly declined and the church was abandoned.

The church stood vacant for several years and was then purchased by the Vladaams in 747 IA. They’ve used it for storage (and, most importantly, the hidden stash of illicit goods in Area 10).

Ptolus Map - Location of the Abandoned Temple of the Great Mother

(Malav Street – Temple District – I4)

THE TEMPLE

The church is entered by climbing stairs up from street level to the large balcony on the second level (Area 1).

Windows: Large windows look into Area 2 from the east and west. Smaller windows look into Areas 7, 8, and 9. Solid glass except for the window in Area 8 (which was broken and then boarded over).

AREA 1 – THE BALCONY OF THE TREE

The balcony has a balustrade of begrimed white marble. The floor is a mosaic of blue and green tiles, although several of the tiles are now missing and the rest are badly weathered.

Trap – Temple Entrance: Anyone crossing the threshold of the church into Area 2 who doesn’t wear a Vladaam deot ring triggers a bestow curse spell (DC 20 Wisdom saving throw to negate). On a failure, their forehead is branded with a “V” sigil which glows bright green and inflicts incredible pain (causing disadvantage on all attack rolls and ability checks).

  • DC 18 Intelligence (Investigation), DC 24 Dexterity (Thieves’ Tools)

DM Background: It’s become a custom in the neighborhood to pry up bits of the balcony as good luck charms.

AREA 2 – HALL OF THE DIVINE SEED

Statues: Depict Ahaar, the Lord of Air, and Gaen, Goddess of Light, kneeling as if in subservience towards the tree in Area 3.

Pillars: These pillars are designed to dispense some sort of small nodule. (Four dispensaries per pillar.) The mechanism still works, but nothing comes out.

  • DM Background: The pillars would dispense small silver “seeds” that would be swallowed to produce an intoxicating effect on supplicants before they descended into the lower halls of worship.

AREA 3 – THE GREAT MOTHER

The tree is long dead, but still stand proudly. Its bark is papery-thin and silver-grey in color.

AREA 4 – THE ASCENT OF GODHOOD

The floor here is molded to resemble grass and dirt and is sloped steeply towards from the tree, forcing anyone proceeding towards Area 6 to climb up.

DM Background: Symbolically this mirrors the journey of the Ahaar, Gaen, and the other gods out of the Grove of Aredhel. So, too, do worshipers move out of divine grace and into the deeper mysteries of the cult.

AREA 5 – PRIESTS’ QUARTERS

Filled with old, ruined furniture.

Doors: Badly weathered. One hangs loosely by a broken hinge.

DM Background: These were once the quarters of the church’s priests. Simple abode beneath the boughs of the Great Mother.

AREA 6 – HALL

The walls have been marked with crude graffiti, but it’s so worn with age now that it’s impossible to make out.

AREA 7 – VLADAAM STORAGE

Several crates have been stacked here, each marked with the Vladaam seal.

  • 500 pounds of saffron (worth 7,500 gp).
  • 3 crates of purple-and-red linen (worth 3,000 gp)
  • A crate containing 700 finely crafted arrows with black shafts. (DC 14 Intelligence check for local knowledge notes that the black shafted arrows identify the arrows as coming from the Red Company of Fletchers. They have a reputation for being favored by assassins in the city.)
  • 2 crates containing 50 longswords.

AREA 8 – EMPTY ROOM

This room has been stripped down to the bare stone. The window has been broken and boarded over.

DM Background: Formerly the High Priestess’ chamber.

AREA 9 – EMPTY ROOM

This room has been stripped down to the bare stone.

Mental Alarm: An alarm spell keyed to Aliaster Vladaam is triggered if anyone enters the room who doesn’t wear a Vladaam deot ring.

  • DC 18 Intelligence (Investigation), DC 24 Dexterity (Thieves’ Tools)

Secret Door – DC 20 Intelligence (Investigation): A loose stone on the windowsill can be depressed, causing the secret door to Area 10 to swing open.

AREA 10 – VLADAAM SECURITY CACHE

Forged Art: A dozen framelss paintings have been propped against the walls here and there. DC 15 Intelligence (History) recognizes numerous famous paintings, with a total worth around 55,000 gp.

  • The Heath of Midnight by Collier
  • Eyes of the Satyr by Banald
  • The Fire of the Gray Forest by Pannal
  • The Color of the Gods by Lacas
  • Beneath the Southern Sea by Lacas
  • The Nine Eyes by Lacas
  • Guildcrafters of Sarlush by Supparo
  • The Valley of the Street by Supparo
  • The Forbidden Love of the Gods by Pannal
  • The Warrior’s Gauntlet by Pannal
  • The Blooded Claw by Kabuto
  • At Anchor at Dohrinthas by Heffala

DC 21 Intelligence (History) or Wisdom (Perception) recognizes one of the paintings as a forgery, plus one additional painting per point of success. (All of the paintings are forgeries.)

Dagger of the Black Sapphire: The dagger of the black sapphire is a +1 silvered dagger. Its hilt has a large black sapphire (cut into the shape of s dagger) embedded in it (so that it can be seen from both sides of the hilt). If someone is slain by the dagger, their soul is drawn into the gemstone and held there. Over the course of a year and a day, the soul is slowly consumed (during which time the victim cannot be revived or resurrected by any means). The holder of the dagger can speak with dead once per month to communicate with the soul. Only one soul can be held by the dagger at a time and it will not capture another until it has consumed a soul it currently holds. Shattering the gemstone releases the imprisoned soul.

  • Current Occupant: A man named Makett who was a former member of the Red Company of Surveyors. He made the mistake of embezzling money from the Vladaams, and the even bigger mistake of getting caught. He does know several pertinent pieces of information regarding the Vladaams (conveying all the information on the notable guild houses and also 1d4+1 random bits of information from the gather information tables). He also suspects the presence of hidden chambers with the Surveyor’s guild headquarters (but he was not a member of the Brotherhood of Yrkyth, see Part 14: Surveyor’s Headquarters).

Black Lotus Poison: 3 vials of black lotus extract (7d8+30 poison damage and the poisoned condition, DC 17 Constitution saving throw for half damage and no poisoned condition).

  • Attached Note: “Make sure payment is passed to Master Thornai for the concoction and Captain Hinmos for retrieving the lotus blooms.”
  • DC 18 Charisma (Investigation): Thornai is the Master Alchemist at the alchemical lab on Black Street (see Part 7: Alchemical Labs).
  • DC 14 Charisma (Inveistgation): Captain Hinmos is of the God’s Pearl, one of the Fleet of Iron Sails (see Part 9: Fleet of Iron Sails).

DM Background: This area was originally designed as a safe room where the priests could hide in case of religious persecution. The Vladaams use it as a place to store hot or risky items.

AREA 11 – HALL OF WORSHIP

Several rows of dusty pews, including one which has partially collapsed, face a dais on the far side of the chamber.

Dais: There are signs that an altar once stood here, but it’s been removed (leaving only bolt holes in the floor).

AREA 12 – MURAL OF THE GREAT MOTHER

A painting of a silver-barked and silver-leafed tree fills the wall of this alcove. Depictions of Ahaar and Gaen, their holy symbols tattooed or burned onto their chests, stand below the tree, and seventeen huge, cocoon-like seedpods depend from the boughs of the trees (each marked with a holy symbol of a different god).

A dry and empty pool is slightly raised from the floor in front of the mural.

Go to Part 7: Alchemical Labs

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