The Alexandrian

Posts tagged ‘ptolus remix’

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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

Estate of House Vladaam - Copyright Monte Cook Games

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Although briefly described in the Ptolus sourcebook, the Vladaam Estate was originally published and fully detailed in the Banewarrens campaign book five years earlier in 2002. This, unfortunately, resulted in some continuity errors.

The key problem is that the Vladaam family was not fully detailed in the Banewarrens. Only Iristul, Navanna, and Aliaster are mentioned, and as a result the Vladaam Estate lacks rooms for the other siblings. While it’s possible that Godfred and Gattara simply keep their rooms elsewhere, I decided it would make more sense to add the rooms to the mansion, which I did by simply adding a third floor identical to the second (as shown on the map above).

I’ve added key entries for these new rooms, as well as adding some enhancements to other rooms in the mansion. You’ll also find an adversary roster below, which is quite useful if you end up needing to run a true heist at the Vladaam Estate.

ADVERSARY ROSTER

There are two adversary rosters for the Vladaam Estate: One for daytime and another at a night (when security is higher, but the servants are asleep).

If the estate is on high alert, use the nighttime roster during the day. If Navanna is leading the PCs on a fake heist (see Banewarrens, Chapter 4), use the daytime roster at night (but still have the servants asleep).

Vladaam Guards: Banewarrens, p. 45.

VLADAAM ESTATE – DAYTIME

Action GroupLocation
5 GuardsGuard House
Stegoar (Claw) + 8 Guard WolvesKennel
1 Dire Wolf (Wolf Mum)Kennel
1d8 ClawsOutbuilding
2 GuardsHouse 2 + House 3

VLADAAM ESTATE – NIGHTTIME

Action GroupLocation
5 GuardsGuard House
8 Guard WolvesGrounds
Stegoar (Claw)Kennel
1 Dire Wolf (Wolf Mum)Kennel
1d6+4 ClawsOutbuilding
2 GuardsHouse 2 + House 3
1 GuardHouse 7
1 GuardHouse 11
2 GuardsHouse 12

SERVANTS

Action GroupLocation
6 GroomsmenStables
4 ServantsKitchen [sleep at night]
4 ServantsPantry [sleep at night]

OTHER FAMILY MEMBERS

  • Godfred: If present during Navanna’s fake heist, he’ll be drunk and potentially foul it up. 50% chance he’s in his room (1 in 10 chance he comes out looking for more liquor). 50% chance he’s out drinking (1 in 10 chance he comes home early).
  • Aliaster: 40% chance of being out during the day. 90% he’s at home at night (sleeping).
  • Gattara: 10% chance she’s present.

REVISED KEY

AREA 11 – LIBRARY

Very well stocked, the Vladaam library seems particularly complete on the subjects of history and magic. Many books here are valuable.

Secret Trap Door: Can be found with DC 20 Intelligence (Investigation) check. Leads down to the dungeons.

Chaos Lorebooks: Protected by a knavescour spell.

  • Book of Faceless Hate
  • Masks of Death
  • Eye of Legion
  • Hand of Gellasatrac
  • Vested of the Galchutt

KNAVESCOUR
4th-level Abjuration [Warlock, Wizard]

Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: 10 days

A particularly useful foil for thieves, knavescour allows you to designate 8 objects which you touch at the time of casting, anmd again once per day to maintain the spell.

If anyone intentionally touches any of these objects without your spoken permission, this spell causes it to spray corrosive energy at that creature, dealing 8d6 acid damage (Dexterity saving throw for half).

After this discharge, the object becomes safe for anyone to handle, and the other objects retain diminished protection. The second object touched without your permission deals one less die of damage than the first, the third deals two less dice, and so on.

At Higher Levels: You can designate an additional 4 objects for each spell slot level above 4th.

This spell is covered by the Open Game License.

AREA 22 – VLADAAM CREST

The original stone crest of the Vladaam family — roughly six feet in diameter — hangs above the door to Area 24.

Vladaam Family Crest - Copyright Monte Cook Games

AREA 24 – IRISTUL’S BEDCHAMBER

Locked Door: DC 23 Dexterity (Thieves’ Tools)

This room is tastefully decorated with grand furnishings, albeit in a slightly dated style. Although kept meticulously clean, any careful inspection of the room reveals that it has not been lived in for months or possibly even years.

Black Roses: On the mantlepiece, there are four black roses, each levitating under a separate glass bell jar. (Iristul keeps one for each of the Vladaam children’s mothers. The reason for this is uncertain, as sentimentality does not seem to be one of the patriarch’s virtues.)

Weapon Collection: One wall of Iristul’s room is filled with a large collection of prized weapons. Notable items include:

  • unholy battleaxe
  • berserker axe
  • silver dagger (marked with runes which read, “For the Heart of the Wife”)
  • light hammer +1 (marked with the personal seal of Yrkyth Vladaam)
  • light hammer +2 (marked with the personal seal of Yrkyth Vladaam)
  • longbow (of blackoak, gilded with the Vladaam family crest)

AREA 25 – TROPHY ROOM

All sorts of beast and animal heads, as well as stuffed specimens in their entirety, are displayed here.

AREA 26 – BONSAI ZOO

A small zoo of “bonsai monsters” — living miniature monsters kept artificially small through magical “pruning.” Created and maintained by Gattara Vladaam, specimens include:

  • owlbear
  • gas spore (looks like an ocular tyrant)
  • flail snail
  • polar bear
  • mammoth
  • tyrannosaurus rex

AREA 27 – GATTARA’S BEDCHAMBER

Locked Door: DC 23 Dexterity (Thieves’ Tools)

Gattara’s décor is as garish as her wardrobe… or rather, her three wardrobes, each packed with bespoke outfits commissioned from the Jade Woman (Ptolus, p. 277).

AREA 28 – GODFRED’S BEDCHAMBER

Godfred’s bedchamber is decadently luxurious, the walls filled with more animal trophies. An aumbry filled with rare liqueurs is near the black-and-gold sheeted bed.

Writing Desk: A small writing desk in the corner of Godfred’s room is ill-used, but has a recent letter from Guildmaster Essetia requesting a meeting (see Part 14: Red Company of Surveyors).

REVISED KEY – DUNGEON LEVEL

AREA 3 – INNER STRONG ROOM

See key in Banewarrens, p. 48.

In addition to the other items, there are six blood rubies in a coffer near the hand.

Blood Rubies: A blood ruby can be placed on the chest of a victim. Once per hour, It inflicts 1 point of Constitution damage (as the ruby mystically fills with blood) and forces a DC 15 Wisdom save. On a failure, the victim suffers the effects of a dominate person spell as if cast by the person attuned to the blood ruby. The effect lasts for a period of time equal to how long the blood ruby rested on the victim’s chest.

AREA 4 – TRAINING ROOM

See key in Banewarrens, p. 48.

DC 20 Intelligence (Investigation): Beneath the inset mahogany floor is a seal of adamantine with an arcane lock that can only be opened with a drop of Vladaam blood. This vault leads to the Fane of the House Founder (see below).

AREA 5 – PRISON

See key in Banewarrens, p. 48.

Thariad Rivelost was brought to Ptolus aboard the Pride of Morrain, taken to the Vladaam slave warehouse (see Part 16: Slave Trade), and then selected by Gattara Vladaam and brought here. He can identify the ship and/or lead PCs to the warehouse where he was kept.

FANE OF THE HOUSE FOUNDER

The walls of this sunken chamber are made from gleaming black chalcedony with veins of milky-purple. A green sphere, glowing with a faint light, levitates in the center of the room, bound in position by seven thick, black chains that are attached at various points across the ceiling, walls, and floor.

Behind the sphere is an inhumanly large statue carved from the same purplish-black stone of the vault. It depicts a faceless, androgynous figure with bat-like wings. Its left hand is extended beneath the sphere, as if presenting it to the room.

Sphere: The sphere represents the lost (or hidden) moon of Vallis. At the touch of someone with Vladaam blood, the “moon” can be opened, revealing a small chunk of Vallis rock within that has a 100 spell level capacity (see Ptolus, p. 648).

Figure: The figure depicts Vladaam, one of the original Vested of the Galchutt who helped the Lords of Chaos identify the Seven Chains that held the soul of the world upon the Vallis moon.

THE TWELVE CLAWS

Navanna and the Twelve Claws - Copyright Monte Cook Games

Navanna’s “werewolf” bodyguards, known as the Twelve Claws, are not actually werewolves at all. Their hybrid transformations are the result of wolf’s paw totems that they wear on golden chains around their necks. These are linked to Navanna’s master totem (also known as the Thirteenth Totem) and using them requires on to swear loyalty to Navanna.

The master’s totem is crafted from the mummified heart of a werewolf. The wolf’s paw totems are crafted from the left front paws of werewolves infected by the werewolf from whom the heart of the master’s totem was taken.

Go to Part 6: Abandoned Temple of the Great Mother

Gathering Information (Midjourney)

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The Vladaams are one of the ten major noble houses of Ptolus. For all of their nefarious affairs, both they and large slabs of their businesses are well-known in the city. Therefore, if the PCs looking for information about the Vladaams, there’s a lot that they can find.

CANVASSING

You can use the tables below to seed general topics of conversation, interrogations, or any other social interaction the PCs might have, but they’re primarily designed for PCs who canvass the city for information. By default, a Charisma (Investigation) check will determine the number of facts they gain, which are divided into three categories — common, uncommon, and rare.

In addition to specific pieces of information, any successful Charisma (Investigation) check will acquire the basic information list below.

You’ll want to decide how often checks can be made. In my campaign, I allowed one check per day. You might want to spread things out a bit, depending on the pace of play in your game. Rulings in Practice: Gathering Information has more practical advice on canvassing and other forms of intel acquisition.

CHARISMA (INVESTGATION)

DC 101 common
DC 121d3 common
DC 141d4 common, 1 uncommon
DC 161d6 common, 1d2 uncommon
DC 181d6+1 common, 1d3 uncommon, 1 rare
DC 201d6+2 common, 1d4 uncommon, 1d2 rare
DC 241d6+4 common, 1d4+1 uncommon, 1d3 rare
DC 281d8+4 common, 1d4+2 uncommon, 1d4 rare

BASIC INFORMATION

DC 10Vladaams are one of the ten major noble families in Ptolus. Their estate is in the Nobles’ Quarter.
DC 14Vladaams have a terrible reputation. They deal in drugs, slaves, illegal magic, and the like. It’s open, blatant, and nobody does anything about it because of how much power they have.

COMMON INFORMATION

  1. Prince Iristul Vladaam is not currently in Ptolus.
  2. There are four members of the Vladaam family in Ptolus: Aliaster, Gattara, Godfred, Navanna.
  3. Aliaster Vladaam, the eldest brother, is a potent arcanist. He withdrew from most public circles of sorceries many years ago, however, but is well-known to continue his researches in private.
  4. Gattara, the eldest sibling, recently abandoned her study of arcane studies.
  5. Godfred, the younger brother, is a lumbering oaf who enjoys violence.
  6. Navanna, the younger sister, is the de facto leader of the family in Ptolus. She mostly keeps out of the public eye.
  7. Vladaam is one of the smaller houses, claiming a total deot of 636 citizens. (However, it’s suspected that their actual total may be higher due to shadow members of the deot who participate in criminal activities.)
  8. They own an alchemical lab, operating as the Red Company of Alchemists, on Guilder Street in the Guildsmans’ District.
  9. Red Company of Fletchers is well-known for the distinctive black shafts of their arrows. These arrows have become particularly favored by assassins in Ptolus, although the Vladaams deny any direct connection: After all, anyone is free to purchase their guildcraft; they have no control over what they do with it after that.
  10. Red Company of Founders is a guild of brass and bronze workers located on Brass Street.
  11. Red Company of Glaziers: Essentially the only guild in Ptolus specializing in paned glass. They achieve this distinction – and the monopolistically high prices that come with it – by virtue of violently shutting down competitors. (The term “glass-shatterer” has become common slang in Ptolus for guild-on-guild violence.)
  12. Red Company of Goldsmiths: A small metal-working guild associated as subsidiary to the Goldsmiths’ Guild (which, in turn, is run by the Ironworkers’ Guild). Located on Gold Street.
  13. Red Company of Surveyors: This company of mapmakers rose to prominence nearly three centuries ago when they began producing incredibly detailed maps of the Teeth of Light based on the exploration ships that were sent into the southern reaches of the island chain by Yrkyth Vladaam. These charts greatly expanded trade throughout the Southern Sea during the decades leading up to the Great Sea War in 563 YD. The Red Company of Surveyors still uses as its mark the great seal Yrkyth used when he was head of the household.
  14. Red Company of Surveyors: Apprentices work as boy messengers on the Docks, purchasing interesting data from docking ship captains.
  15. Red Company of Surveyors: Chart-making workshop and headquarters located on the High Road in Oldtown.
  16. Red Company of Painters: Colloquially known on the streets as the “Forgers’ Guild”. They provide portraiture and murals of all kinds, but fifteen years ago they were involved in a minor scandal involving their forgeries. The company was able to successfully weasel their way out of it by claiming that the works were merely imitations and were never meant to actually deceive anyone.
  17. Red Company of Paviors: Responsible for laying much of the original roadwork for Rivergate, the company still holds license for maintaining most of those paving stones and also the maintenance of the Rivergate Bridge. A century ago, the Red Company of Paviors was involved in a scandal involving repeated sabotage of the Wings Fall Bridge. Their tolling rights for the Rivergate Bridge were stripped from them, but the Vladaams responded by getting all bridge tolls banned within the city.
  18. Vladaams are known to deal primarily in three drugs: Snakeweed and Abyss Dust from Freeport; and a particularly vile substance known as either “agony” or “liquid pain” from an unknown source.
  19. Vladaams reported run a number of “curse dens” in the city: Dens of iniquity featuring a rich drug culture mixed with strange curse magicks and gambling.
  20. Fleet of Iron Sails: The Vladaams maintain a fleet of trade ships which are active throughout the Southern Sea. They are notable for their dull grey sails. The current Fleet of the Iron Sails contains 18 ships. See Fleet of Iron Sails.
  21. Knights of the Golden Cross have a long history of enmity with House Vladaam.
  22. House Dallimothan and House Khatru have long been Vladaam’s rivals.
  23. There’s a long-standing feud between Sheva Callister and the Vladaams.
  24. No one knows who the mother of Navanna, Aliaster, Godfred, or Gattara is. (But they are believed to be different women.)
  25. Vladaams maintain residences for their deot members all around town, but a large number of them are housed in five apartment buildings on Crossing Street in Oldtown. One of these apartment buildings was recently gutted by chaos cultists. (GM Background: The chaos cultist incident is tied to the Night of Dissolution.)

UNCOMMON INFORMATION

(25% chance of getting a family member’s schedule information)

  1. Gattara Vladaam is said to be dabbling in Reformist cults. (False: She’s actually worshipping the Galchutt.)
  2. The family has demon-tainted blood: Navanna shows this most in the current generation (black skin and horns), but usually uses glamers when going abroad in public.
  3. In addition to the Red Company of Alchemists (which operates out of a storefront on Guilder Street in the Guildsmans’ District), the Vladaams operate three other alchemical labs: The “Bodyworks” on Brewer’s Close; the “Poisoner’s Guild” on Black Street; and the “Shadowworks” on Wayfarer’s Street.
  4. Red Company of Fletchers maintains a black market in dreadwood arrows out of their guild headquarters on Vanguard Street.
  5. Word on the street is that the Shuul believe the Red Company of Founders is responsible for a recent theft from the Foundry. They have been unwilling to make an official complaint due to the prestige of House Vladaam, but they are currently looking to hire some mercenaries to steal their goods back.
  6. Red Company of Goldsmiths: No one dares to hit them because they’re Vladaams, but young thieves like to talk big about planning a job. It’s rumored that they have as much as 40,000 gp worth of gold on the premises.
  7. Red Company of Surveyors: Rumor is that they were intimately connected with the creation of something known as the “Enigma Engine” for Yrkyth Vladaam during the 6th century. According to conspiracy theories, this device is supposed to be capable of all sorts of things: Communicating with the gods. Granting eternal life. Mass creation of undead. Becoming a lich. A massive energy source. The ultimate scrying device, granting the user a form of omniscience. A super-weapon capable of destroying entire cities or boiling oceans.
  8. Brotherhood of Yrkyth: Little is known about this organization except the name. It was reportedly founded by Yrkyth Vladaam in the 7th century. Although conspiracy theorists occasionally claim it still exists, it seems to have died with Yrkyth.
  9. At least some of the Surveyor apprentices acting as dock messengers also smuggle drugs for the Vladaams.
  10. Curse Den: Located on Nethar Street in Guildsman District.
  11. Curse Den: Located on Yarrow Street in Oldtown.
  12. Curse Den: Located on Outer Ring Row in Rivergate.
  13. Slave Trade Ships: Pride of Morrain.
  14. Slave Trade Ships: Eye of the East.
  15. Slave Trade Ships: Sarathyn’s Sail.
  16. Vladaams maintain a warehouse somewhere in Midtown which is reportedly used as part of the slave trade in Ptolus.
  17. The Vladaams own an abandoned temple on Malav Street in the Temple District.
  18. A man named Makett who belonged to the Red Company of Surveyors and was reportedly embezzling money from the Vladaams recently disappeared.
  19. Fleet of Iron Sails: Shipment of illicit goods (determine randomly) coming in on (determine random ship) on (date 1d6 days from now).
  20. Fletchers Guild: Is looking for someone who can decipher the password for a bluesteel door. Reportedly willing to pay as much as 10,000 gp for it.
  21. Founders Guild: Has reportedly been looking for lorebooks on chaositech.
  22. See Common #25: Repairs on the apartment complex have been going on for weeks, but none of the construction guilds have been contracted and there aren’t many workers going in or out. (GM Background: This incident is tied to the Night of Dissolution.)
  23. Guildmaster Telidor of the Red Company of Goldsmiths has two bodyguards that she can summon to her at will: They are drakken named Harla and Jarla. They stay at the Welcome Inn in the South Market.
  24. Gattara was putting together plans for a Nocturdei celebration in an abandoned temple on Malav Street (Abandoned Temple of the Mother) to which she was inviting members of the Balacazars and Forsaken. (Apparently she thinks she can form an alliance between them and against the Killravens.) But Navanna reportedly quashed the idea of using the temple.
  25. Lord Zavere was once a bodyguard and enforcer for Iristul Vladaam
  26. A thief stole 25,000gp worth of gold strips from the Red Company of Goldsmiths. Vladaams have offered a 2,000gp reward for anyone giving them information on the thief. Word on the street is that they’ve also hired a Vai assassin to take retribution. It’s unclear how the thief got in and out of the guildhouse. (GM Background: He used the smuggling hole.)
  27. Archmage Cretai of the Red Company of Magi is addicted to abyss dust.
  28. Archmages in the Red Company of Magi can issue imperiums to junior guild members which the junior member 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.)
  29. The pearl statues of Guildmaster Arzan outside the Red Company of Magi are actually pearl golems – animate statues that are immune to magic.
  30. The paving stones taken from the Temple of the Ebon Hand and now affixed to the Ghostly Minstrel were originally purchased from the Red Company of Magi.
  31. There are carpets within the guildhouse of the Red Company of Magi which are filled with images of snakes which are said to be living: Intruders will be consumed by the snakes or dragged back into the carpet by pythons (depending on which story you believe).
  32. Madame Hammala is the cook at the guildhouse of the Red Company of Magi. She is known to brag in local taverns about holding her own among “those witch-bitten windbags”. Although the Red Magi keep trying to convince her to let them “improve” the kitchen with various magical accoutrements she always refuses them.
  33. The next guild meeting at the Red Company of Magi is 1d6 days from now.
  34. There’s a significant collection of Aliaster’s sculptures reportedly kept at the Red Company of Magi.
  35. There is said to be an alliance between the Vladaams and the Ennin slave traders. The Vladaams are somehow involved in transporting or housing the slaves for the Ennin.

RARE INFORMATION

  1. Prince Iristul Vladaam is searching the world for hungerswords.
  2. Godfred Vladaam wields a hungersword.
  3. Gattara Vladaam worships the Galchutt.
  4. It is suspected that the Red Company of Fletchers has a dreadwood grove under the guild headquarters.
  5. Red Company of Founders performs chaositech research at their headquarters on Brass Street.
  6. Red Company of Goldsmiths: Vladaams use this guild to launder stolen funds and goods from other enterprises.
  7. Red Company of Surveyors: Somehow involved in bringing four dark dwarf masters of alchemy – Grui, Thornai, Kilana, and Kaldri – from across the Southern Sea to work for the Vladaams.
  8. The Vladaams are said to keep a secret cache of hot goods somewhere in the Temple District.
  9. Captain Hinmos of the God’s Pearl recently brought in a cargo of black lotuses from the Teeth of Light. (DM Background: Went to alchemical workshop; now stored at Abandoned Temple.)
  10. Vladaams have reportedly been stepping up production of acidpoint, firepoint, and frostpoint alchemical bolts and arrows at their “Shadowworks” facility at the request of the Commissar in anticipation of the Atapi.
  11. There are two keys for the vaults in the Alchemical Labs: One held by the guildmaster and another which is held in copy by all of the journeyman members of the guild.
  12. Security at the curse dens are generally light – the Balacazars and Killravens might fight each other, but nobody fucks with the Vladaams. However, there are usually a few guards and a mage about (for providing the curse spells).
  13. Den Master Marcus Corellius oversees the curse dens of the Vladaams and is also responsible for providing cover for other illegal activities.
  14. Curse dens provide a “snuff” service.
  15. See Uncommon #10, #11, or #12 (randomly determine). Security at the curse dens includes a Vladaam Mage and several Vladaam guards, but is generally pretty light. (Everyone knows that the Vladaams respond violently to anyone disrupting their operations: The Balacazars and Killravens might fight each other, but they don’t fuck with the Vladaams.)
  16. See Uncommon #12: A hostess at the curse den in Rivergate has run up significant gambling debts with the Killravens at the Gilded Phoenix (see NOD5C Mrathrach Table Raid).
  17. There are huge supplies of illegal drugs maintained at all the curse dens.
  18. The stables at the Oldtown curse den aren’t used or horses.
  19. There’s a smuggling hole that runs from the Red Company of Goldsmiths under the wall of the city. (Location given second time this rumor results; or on a rare result if specifically sought.)
  20. See Uncommon #22: Aliaster, Navanna, and Gattara have all been seen entering or leaving the apartment building gutted by chaos cultists. (GM Background: This incident is tied to the Night of Dissolution.)
  21. Slave Trade Warehouse: Run by a centaur named Dilar.
  22. The taxes of Marquette’s Textiles on Pitch Street are being paid by the Red Company of Goldsmiths. (This is the Undead Shipping Warehouse.)
  23. Guildmaster Telidor of the Red Company of Goldsmiths is interested in purchasing a familial title with House Abanar, but she fears House Vladaam retaliation. Despite this, she’s trying to put together a stake large enough to purchase a significant title (which might be enough to dissuade the Vladaams taking direct action against her).
  24. The bertrant table at the Curse Den in the Rivergate District is showing bias towards the fangs. It could pretty easy to manipulate that to increase your winnings. (False: Possibly planted by the curse den management itself to encourage betting.)
  25. There’s a golden disc depicting a map of the world in the guildhouse of the Red Company of Magi. It is said to somehow track the location of every Red Magi in the world.
  26. Red Company of Magi is offering to pay very high prices for any lorebooks pertaining to the Demon Court.
  27. There is a slave warehouse maintained on Runshallot Street in Midtown. Although common word on the street is that it’s run by Dark Leaf, it actually houses Ennin-owned slaves and is managed by House Vladaam.
  28. Marquette’s Textiles is reportedly a front organization for some sort of illegal Vladaam activity. There’s no word on exactly what the illegal operation might be, but ratlings have been seen in the area.

Go to Part 5: The Vladaam Estate

Neural Networks - dimadesigner (Edited)Go to Table of Contents

This clue list provides an authoritative reference for every clue in The Vladaam Affair and where that clue can potentially lead the PCs in their investigation of the family.

It should be noted that this is in, fact, organized as a clue list, not a revelation list. For more information, check out Random GM Tip: Using Revelation Lists. (The revelations found here consist almost entirely of the node list for the scenario, which equates to the table of contents. If you want a revelation list, you can easily convert this clue list to one. Keep in mind, however, that Part 4: Gathering Information provides alternate vectors to many of the nodes in The Vladaam Affair.)

Some of the clues in The Vladaam Affair point to organizations or locations in Ptolus which are not part of the Vladaam deot. They are indicated with page references on the table.

ClueLocationIndicates
Crate of arrowsAbandoned TempleGuild – Dreadwood Grove
Dagger of the Black SapphireAbandoned TempleGuild – Surveyor’s Headquarters
Black Lotus noteAbandoned TempleAlchemical Lab – Poisoner’s Guild
Black Lotus noteAbandoned TempleFleet of Iron Sails
Alchemy Order from NavannaAlchemical Lab – BodyworksOldtown Apartments
Note from Kilana to GruiAlchemical Lab – BodyworksAlchemical Lab – Shadowworks
Shipping containerAlchemical Lab – BodyworksUndead Shipping Warehouse
Letter from Guildmaster EssetiaAlchemical Lab – BodyworksGuild – Surveyor’s Headquarters
Bill of Shipping Right / Taxes PaidAlchemical Lab – Poisoner’s GuildFleet of Iron Sails
Unfulfilled Order for PoisonAlchemical Lab – Poisoner’s GuildUndead Shipping Warehouse
Shadow Detector Research NotesAlchemical Lab – ShadowworksHouse Sadar (Ptolus, p.99)
Inventory for Shop on Guilder St.Alchemical Lab – ShadowworksAlchemical Lab – Storefront
Shipping cratesAlchemical Lab – StorefrontAlchemical Lab – Bodyworks
Shipping cratesAlchemical Lab – StorefrontAlchemical Lab – Poisoner’s Guild
Shipping cratesAlchemical Lab – StorefrontAlchemical Lab – Shadowworks
Interrogation: Apprentice AlchemistAlchemical Lab – StorefrontCurse Den – Guildsman District
Interrogation: SlavesCurse DensSlave Trade – Ships
Interrogation: SlavesCurse DensSlave Trade – Warehouse
Interrogation: Apprentice AlchemistCurse Den – Guildsman DistrictAlchemical Lab – Storefront
Letter from Marcus CorelliusCurse Den – OldtownCurse Den – Rivergate
Note in Dreadwood QuiverCurse Den – OldtownGuild – Dreadwood Grove
Imperium from Archmage UstalloCurse Den – OldtownGuild – Red Company of Magi
IOU from Korben TrolloneCurse Den – RivergateKillravens – Korben Trollone (Ptolus, p. 335)
Report on the Debt of DilarCurse Den – RivergateSlave Trade – Warehouse
Dragonscales setCurse Den – RivergateCurse Den – Oldtown
Crate of Hellsbreath RiflesGuild – Founders’ WorkshopShuul Foundry (Ptolus, p. 127)
Other Crate of Hellsbreath RiflesGuild – Founders’ WorkshopAbandoned Temple
Bill for Repairs to a Spiked Pit TrapGuild – Founders’ WorkshopUndead Shipping Warehouse
Bill for Repairs to a Spiked Pit TrapGuild – Founders’ WorkshopAlchemical Lab – Poisoner’s Guild
Inscription on the Golden DiscGuild – Red Company of MagiGuild – Surveyor’s Headquarters
Letter from Gattara to TiantGuild – Red Company of MagiSlave Trade – Warehouse
Letter from Gattara to TiantGuild – Red Company of MagiCurse Den – Guildsman District
Reports from Crossing StreetGuild – Red Company of MagiOldtown Apartments
Tithe Payment of RentGuild – Surveyor’s HeadquartersOldtown Apartments
Cutting from Seedling of GalielGuild – Surveyor’s HeadquartersAbandoned Temple
Thoth’s IncenseGuild – Surveyor’s HeadquartersAlchemical Lab – Bodyworks
Report on the Erthuo/Sadar AffairGuild – Surveyor’s HeadquartersFleet of Iron Sails / House Sadar (Ptolus, p.99)
Letter from Essetia to UllothGuild – Surveyor’s HeadquartersAbandoned Temple
Correspondence Regarding the HandGuild – Surveyor’s HeadquartersVladaam Estate
Letter of Thanks from GodfredGuild – Surveyor’s HeadquartersVladaam Drug Running
Sextant/Telescope Guild MarkGuild – Surveyor’s HeadquartersGuild – Founders’ Workshop
Letter from Grui to AliastarOldtown ApartmentsAlchemical Lab – Bodyworks
Note on Alchemical SuppliesOldtown ApartmentsAlchemical Lab – Storefront
Letter: Founder’s Guild to MorsulSlave Trade – ShipsGuild – Founders’ Workshop
Shipping AddressSlave Trade – ShipsAlchemical Lab – Shadowworks
Letter to Guildmaster ArzanSlave Trade – ShipsGuild – Red Company of Magi
Threat Concerning Dilar’s DebtSlave Trade – WarehouseCurse Den – Oldtown
Secret Door to Slave MarketSlave Trade – WarehouseEnnin Slave Market (Ptolus, p. 399)
Business of the Slave WarehouseSlave Trade – WarehouseEnnin Slave Market (Ptolus, p. 399)
Business of the Slave WarehouseSlave Trade – WarehouseCurse Den – Guildsman District
Business of the Slave WarehouseSlave Trade – WarehouseCurse Den – Oldtown
Business of the Slave WarehouseSlave Trade – WarehouseCurse Den – Rivergate
Dark Leaf badgesSlave Trade – WarehouseDark Leaf (Ptolus, p. 108)
Interrogation: SlavesSlave Trade – WarehouseSlave Trade – Ships
Interrogation: SlavesSlave Trade – WarehouseEnnin Slave Market (Ptolus, p. 399)
Letter from Aliastar to ArquadUndead Shipping WarehouseOldtown Apartments
Request from House SadarUndead Shipping WarehouseHouse Sadar (Ptolus, p.99)
Letter from Gathar to ArquadUndead Shipping WarehouseDark Reliquary (Ptolus, p. 237)
Letter of Caution from UrastaUndead Shipping WarehouseDark Reliquary (Ptolus, p. 237)
Vats of Holy WaterUndead Shipping WarehouseAbandoned Temple
Letter from Thornai to ArquadUndead Shipping WarehouseAlchemical Lab – Poisoner’s Guild
Bill for the Ratling ArrowsUndead Shipping WarehouseGuild – Dreadwood Grove
Drug RunnersVladaam Drug RunningCurse Den – Rivergate

 Note: Most of the illegal operations of House Vladaam have a small chance of having a large shipment of money about to be delivered to the Red Company of Goldsmiths.

Go to Part 4: Gathering Information

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