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

SESSION 34B: WEBS OF AMBUSH AND BETRAYAL

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Cobweb Horror - Elvira

A hideous, spider-like creature with a human-like head and face dropped onto the floor next to Agnarr. It landed softly on its skittering legs, then raised its front claws and sent a bolt of lightning lancing across the cavern – scorching Tor and Dominic, who had just begun to charge across the cavern.

The creature turned back towards Agnarr, but it had underestimated the barbarian’s speed. Agnarr’s greatsword opened a gash along one side of the creature.

Tee, recovering from the enchantment that had been laid on her, stood up—

And the door behind her was swung open. Before she had a chance to turn, a sword sliced painfully into her side and sent her spinning to the floor in pain. Turning she saw Gavele – the cultist she had seen breaking up the fracas over Reggaloch’s corpse – pulling back her blade with a grim smile.

Tor, scarcely slowed by the lightning that had seared him, reached the spider-like creature. He cut a gash along its other side, causing it to cry out. “Gavele! Help me!”

Gavele shook her head. “You’re on your own Ibulli!” She slammed the door shut – thwarting Tee, who had just bounded back to her feet once again.

“Damn you, bell bitch!” The spider-thing skittered up the wall of the tower.

Tee activated her magical boots and began floating up in pursuit, but Ibulli – seeing her – shot a gob of web at her, pinning her to the wall. A few moments later, Ibulli slipped away through a hole near the ceiling of the cavern and disappeared into the tower.

THROUGH THE TOWER

Meanwhile, below, Tor threw himself against the tower door and burst it open. The inside of the tower was bereft of interior walls with a floor of sandy, hard-packed dirt. A broken staircase wound its way around the inner wall of the tower, up to a trapdoor in the ceiling above.

By the time Tor burst in, Gavele had already crossed the entire tower (with seemingly preternatural speed). Tor and Agnarr raced to catch her, but she managed to wrench open the far door, slip through it, and slam it shut behind her.

But only a moment after the door was shut, Angarr was at it. Seizing the heavy metal ring, Agnarr ripped it open. Gavele – who had been trying to hold it shut while slipping a key into the lock – was wrenched off her feet. Tor, who was only half a stride behind Agnarr, cut her down where she stood.

Tor positioned himself in the open door, keeping a watchful eye on the large chamber beyond. This chamber had seemingly been formed by excavating the space between the tower and another ancient building. The excavation was incomplete, however, with only part of the lower building exposed from the wall. Several passages led away from the chamber – two to the north and one to the south. Flanking one of the northern passages were two statues carved to look like humans in robes but with translucent, smoky grey glass spheres in place of heads.

Everything within seemed still and quiet.

While Tor kept watch, Agnarr went back to help Tee. Stuck as she was, she had managed to get a rope out of her pouch, tie it around her waist, and drop it down to the floor below. Agnarr was able to climb up this and used his flaming sword to burn her free (giving her a little pain here and there as he did).

THRALLS & QUASITS

Once the web was burned away, it was an easy matter for Tee to safely levitate both of them back to the cavern floor below. They joined the rest of the group in the tower.

Before they had a chance to plan their next move, however, two venom-shaped thralls leapt from the roof of the partially excavated building and landed on the ground about twenty feet away. These were large, more muscular, and less recognizably human than their brethren above – clearly suffering from a more advanced form of the askara-induced mutations, which seemed to continue apace even after the victims had emerged from their cocoons.

Night of Dissolution: Venom-Shaped Thrall (Monte Cook Games)

Tor rapidly backpedaled through the door and slammed it shut.

“Agnarr!”

Agnarr quickly crossed the tower to Tor’s side.

And at that moment, Agnarr and Tor were suddenly filled with a supernatural terror. Agnarr managed to shake it off, but Tor – with a horrible scream – ripped open the door again and ran through it.

The thralls, perhaps surprised at the sudden going-and-coming, swung wildly at Tor ran past them and missed as he fled down an excavated tunnel to the northeast.

A high-pitched, cackling laugh filled the tower. Whirling to see its source, the others spotted two small, winged demons sitting on the staircase.

These quasits were laughing almost helplessly at the sight of Tor’s flight, and Agnarr – with a single bounding leap across the tower – cut one of them down before it had a chance to react. Tee took a shot at the other, blasting a large hole in its wing.

Whirling hate-filled eyes towards her, the quasit gave a sibilant hiss of pain and rage… and vanished.

Tor, meanwhile, had disappeared from sight. It was impossible to follow him, because the venom-shaped thralls were closing rapidly on the open door.

Agnarr stepped into the breach… and things turned frenetic. Blows of fang and claw came quicker than the eyes of the others could follow, but Agnarr turned each of them – deflecting some, absorbing others with cunning angling of his body and armor.

And then the seemingly impossible began to happen: Agnarr was driving them back, using their long reach against them by repeatedly stepping in close to their bodies.

Once there was enough of a gap, Seeaeti slipped around the thralls and, with the dog nipping at their heels, Agnarr was able to start landing some blows of his own. The others prepared to follow his lead through the door and engage.

THE RETURN OF IBULLI

But just as the tide was turning, a beam of purplish-black energy struck Agnarr in the back and the strength drained from his limbs. Ibulli had returned – slipping through the trapdoor at the top of the tower.

While Agnarr continued to hold the line against the thralls, the others – still within the tower – fell into a confused response. Tee fired, sending the spider-thing skittering across the ceiling. Ranthir backed away, but prepared to counter any more spells it might attempt. Dominic shouted out a warning to Agnarr.

Elestra raised her dragon rifle… and got a face full of web. Tee moved to assist her and found herself, once again, webbed in place.

The thralls, meanwhile, had become weary of Seeaeti hounding them and one of them turned towards the dog. Agnarr was out of position to defend him and he could only shout in outrage and concern as Seeaeti’s back was ripped to shreds. With a whimpering whine, Seeaeti twisted away from the thrall.

Dominic, hearing the hound’s howl, darted through the door. At the touch of his wand, the wounds on Seeaeti’s back slowly knit themselves back together. Seeaeti happily bounded back to his feet, turned towards Dominic, and licked him happily on the face.

THE RETURN OF THE QUASITS

Elestra started cutting her way out of the web. She’d only managed to free one arm, however, when the surviving quasit reappeared behind her. It clawed its way up her legs and back, leaving a trail of bloody puncture wounds that burned with a painful venom, before burying its fang-like teeth in the back of her neck.

Elestra cut at it futilely with her rapier, but it leapt away and – chittering with malevolent laughter – vanished again.

Dominic was still wiping Seeaeti’s slobber from his face when he heard Elestra cry out. He ran back into the tower. But, as he passed through the door, he, too, found himself stuck fast – another victim of Ibulli’s web.

Elestra was trying to finish cutting herself free, but the pain spreading from the quasit-inflicted wounds was growing more intense. The wounds themselves were rapidly inflaming with an intense, searing heat, but there was also a chilling shake spreading through her muscles. It was poison.

TOR TURNS AROUND

In his flight, Tor had emerged from the first passage into a roughly circular chamber. Into this chamber an underground stream flowed, pouring down into a large circular pit in the center of the chamber. He passed through this chamber and down another passage, finally coming to a stop – as his mind cleared – a short distance from an iron door.

Cursing loudly he turned and ran back towards the fight.

Running the Campaign: Faction v. FactionCampaign Journal: Session 34C
In the Shadow of the Spire: Index

Saruman

DISCUSSING
In the Shadow of the Spire – Session 34A: In the Dust of the Old City

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

Sauron and Saruman.

The similarity in their names — and the confusion it’s engendered in generations of book-readers and film-watchers — is often held up as a cautionary tale to writers: If character names are too similar to each other, it will make it difficult for your readers to differentiate them.

In the specific case of Sauron and Saruman, the confusion was so feared that, infamously, Saruman’s name was changed to Aruman in Ralph Bakshi’s animated version of The Lord of the Rings.

The questionable wisdom of Bakshi’s decision aside, this is nevertheless advice also well-heeded by GMs.

This confusion of names is actually something I ran afoul of in this session. In brief:

  • Urnst is the name of the Commissar who rules the city of Ptolus.
  • Urnest is the name of a chaos cultist based out of the Temple of the Rat God.

So when my players encountered this note from Urnest, the entire group was suddenly filled with dread: Oh, no! The Commissar is in league with the cultists!

… and this was despite the fact that they’d already made this mistake once before.

In that older installment of Running the Campaign, I talked about how and why you can maneuver your way out of that situation, but I wanted to approach it from a slightly different angle today: While acknowledging the logistical challenges that can be created by similar names, why would you want to nevertheless have similar names?

First, if you’re dealing with a sufficiently large cast of characters (which is not unusual in a long-running RPG campaign), it can simply be a matter of necessity. For example, you’ll sometimes hear the Sauron/Saruman rule given as, “You should never have two character names with the same first letter.”

Except that would mean never including more than twenty-six characters, and then only if you’re willing to include some exotic X’s and Z’s and the like. (Although this is quite a bit easier in your typical fantasy fare.)

Second, there could by any number of practical reasons for doing so. Tolkien, for example, may have chosen the names deliberately for their similarity and the thematic resonance it would have in the book. Or, because the names were ultimately derived from the languages he had created from Middle Earth, the linguistic world-building may have been the most important factor for him. (He never commented on this issue, so we don’t really know if it ever occurred to him.)

Similarly, in the Ptolus sourcebook there are two more characters named Urnst: Vladimir and Taltos Urnst are alchemists operating a shop in the Undercity. Unlike Urnest, however, the similarity of their names to Commissar Igor Urnst is not a coincidence, as they “claim to be distant cousins of the Commissar…”

When you have similarly named characters, though, there are a few things you can do to help your players (and maybe even yourself) keep things straight:

  • Keep the characters in different spheres of the campaign from each other — different locations or different factions, for example.
  • Is there a different name that they could be referred to? (A first name or nickname, for example.)
  • Give one or more of the characters a title (Lord, Chancellor, Empress) and use it consistently to distinguish the characters.
  • Provide context reminders to help nudge your players’ memory (e.g., “Tessa, who you meet at the tavern last week…”).

Some of these tips are a good idea even if the character’s name ISN’T similar to anyone else!

Campaign Journal: Session 34B – Running the Campaign: TBD
In the Shadow of the Spire: Index

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

SESSION 34A: IN THE DUST OF THE OLD CITY

January 5th, 2009
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Night of Dissolution - Map of the Old City (Monte Cook Games)

They decided to pursue Theral and the ratling west through the illusionary wall. On the other side they found a vast, open chamber – clearly of new construction, with walls, floor, and ceiling formed of dark stones laid in strange patterns. To the south there was a flight of stairs and to the west there was another hall leading out of the chamber.

Based on what Uranik had told them, they guessed that the stairs to the south would lead back to the sewers. They thought it likely that Theral might have fled in that direction. Or, if not, then they could quickly eliminate it as a possibility.

At the top of the short flight of stairs they found a rust- and grime-free door of iron. From this side it was obvious that the door had been rigged with a simple wire-based alarm bell. Tee snipped the wire on the crude mechanical device and then opened the door.

They’d been right: The door opened directly into the sewers. Agnarr studied the ground, but couldn’t pick any clear or particular trail from the morass of tracks in the slime and muck of the walkway. If Theral had gone this way, he could be anywhere in Ptolus already.

They took the western hall, following it as it winded its way into a medium-sized chamber littered with garbage and feces. Amid piles of rotting refuse they could see, here and there, hollowed out rats’ nests of various sizes and shapes.

Tee took one look at the disgusting muck and decided that she didn’t want to waste her time poking through it.

“But we have to search!” Agnarr said with a grunt and started bull-headedly digging his way through the piles, sending various globs of filth flying into the air.

The others groaned at Agnarr’s display, but then Tee’s sharp eyes saw a folded piece of parchment suddenly tossed up into the air. Reaching out she snatched it.

A few minutes passed and Agnarr eventually gave up and turned back to them – his hands and forearms caked in a brown film of filth. “I guess there’s nothing here.”

Tee held up the letter.

URNEST’S LETTER

You can assure Reggaloch that additional slaves will be sent to him within the week. We have become very interested to discover what our Brothers of Venom are doing that requires such a constant flow of common flock. We have asked Illadras, but she has told us not to concern ourselves with it. Be cautious, but discover what you can.

Urnest

INTO THE OLD CITY

They were badly fatigued from their exertions over the past two hours and the spellcasters – particularly Ranthir – had almost completely depleted their mystic reserves.

But if they didn’t push on, they would lose the advantage of surprise. They weren’t sure what waited for them below – down the stairs that Vocaetun had attempted to flee – but they were certain that if they left they would find these halls freshly held against them when they returned.

And so down they went.

After turning many times, the old and worn stairs bottomed out into a large cavern. Pieces of fairly crude (and very old) masonry jutted out of the cavern walls here and there. The far side of the cavern ended in a wall of ancient clay bricks, out of which bulged a half-ruined tower that extended from roof to ceiling.

Ranthir recognized these ruins for what they were, and explained it to the others as they moved down onto the hard-packed dirt floor: These were the remains of the original city of Ptolus, founded by the great sorcerer who had apprenticed Danar and been destroyed by the Banelord. It was known that many such remnants of the ancient city could still be found, having been swallowed up figuratively by time and literally by the earth.

Tee left the others behind and crossed to the door in the wall of the tower. Agnarr followed, but not too closely.

Tee quickly ascertained that the door wasn’t locked, but spent a few more moments performing a quick inspection for traps. She began to turn back towards the others to announce the all-clear—

And, with an implosion of sulphur-laced air, a dog-sized rat with flame spewing from its eye-sockets appeared directly behind her.

If she hadn’t already started turning, she might have been caught completely off-guard. Instead, as the rat launched itself towards her, she was able to spin to one side – leaving the rat to thud loudly into the door behind her.

As the rat whirled back to her, Tee rolled onto her back and stabbed up through its neck. Almost simultaneously, Agnarr – who had come rushing forward – stabbed down through its head. Their blades crossed through its throat.

As the rat squalled a dying scream, Tee’s sharp ears caught the soft murmurings of arcane chants coming from somewhere above them. But before she could shout a warning to the others, she was suddenly afflicted with a magical malaise that left her dazed.

Agnarr, seeing her eyes glaze over, frowned with concern. “Tee? Are you all right?”

Running the Campaign: A Confusion of NamesCampaign Journal: Session 34B
In the Shadow of the Spire: Index

Vladaam Affair - Map: Goldsmiths' Guild

Go to Table of Contents

The Red Company of Goldsmiths is maintained as a small subsidiary of the Goldsmiths’ Guild (which, in turn, is largely controlled by the Ironworkers’ Guild). The Vladaams maintain it primarily to launder stolen funds and goods from their other enterprises.

Gold Strips: Suitable for crafting. Each strip is marked with the “V” sigil of the Vladaams (making them easily traceable).

DENIZENS - DAYLocation
2 Vladaam Advanced GuardsEntrance
2 Vladaam Advanced GuardsArea 1
Goldsmiths (2d4+2)Area 1
TelidorArea 4 (60% chance)
DENIZENS - NIGHTLocation
2 Vladaam Advanced GuardsEntrance
4 Vladaam Advanced Guards + 2 Vladaam MagesArea 2
TelidorArea 4 (10% chance)

Goldsmiths: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Jeweler’s Tools
  • Equipment: 1d10 x 1d10 gp, jeweler’s tools, Vladaam deot ring

Vladaam Affair - Goldsmith's Guild Location

Guildsman District
Gold Street – E9

AREA 1 – GOLDSMITHY

Gilted worktables with comfortable seats fill the room.

DAY: There’s roughly 8,000 gp worth of gold strips and 5,000 gp of jewelry in this room. 12 sets of jeweler’s tools.

NIGHT: The tools have been tidied away and the gold strips/jewelry moved to Area 2: Gold Safe.

SAFE DOOR (10-in. iron, to Area 2): AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools). An alarm spell is keyed to Guildmaster Telidor.

SECRET DOOR: DC 30 Intelligence (Investigation) check. The wall is hollow and this section is designed to be unscrewed.

AREA 2 – GOLD SAFE

The safe contains 25 pp, 350 gp, and 1,300 sp. It also contains large, heavy stacks of gold strips totaling 32,000 gp in value.

NIGHT: An additional 8,000 gp in gold strips and 5,000 gp of jewelry (secured from Area 1).

DC 20 Intelligence (Investigation): There is a hidden compartment in the tiled steel floor of the safe. It holds a number of small, mimatched bags containing 3,116 gp, 43,457 sp, and 103,900 cp.

DM Background: This money flows in from all the illegal operations of the Vladaams. After being held here, it’s transferred from the Goldsmiths’ Guild to legitimate banks.

AREA 3 – GUILD GATHERING HALL

A long, heavy table of polished oak runs the length of this room. A chandelier of wrought gold and rubies, lit with continual flame, hangs from the ceiling (5,000 gp value).

AREA 4 – GUILDMASTER’S OFFICE

A tidy, well-sorted desk. A gold inkwell (worth 100 gp) stands on top of the desk.

DESK: Ordinary guild correspondence is neatly stacked in one drawer; blank parchment and quills in another. A third drawer holds a black velvet pouch containing 770 gp.

  • DC 14 Intelligence (Investigation): One of the drawers has a false bottom. DC 20 Dexterity (Thieves’ Tools) to open. It contains paperwork relating to the money laundering operations of the guild. There’s usually enough compromising material here to reveal 1d4+2 pieces of uncommon and 1d3 pieces of rare information from the Vladaam gather information tables.

AREA 5 – SMUGGLING HOLE

This appears to be a small, dusty, and forgotten room with a dirt floor.

DC 24 Intelligence (Investigation): Scraping away about a half inch of dirt reveals a trap door leading down to a tunnel which leads under the city wall and emerges about 500 feet away in a small copse of trees.

DM Background: This smuggling hole has not seen much use in recent years. (The Vladaams don’t want to attract unnecessary attention to a guild that’s very successfully laundering their money. But the Guildmaster and a few others in the guild are aware of its existence.)

GUILDMASTER TELIDOR

A striking woman with long black hair plaited with golden wire. She wears a beautiful golden necklace depicting a phoenix being consumed by flames formed from three large and several small red-gold tourmalines (3,000 gp). She also has a pair of matching bracelets, which are actually bracelets of friends (keyed to Navanna twice, Gattara once, Godfred once, Aliastar once, Marcus Corellius twice, and her two bodyguards).

Through her black market work and money laundering with the Vladaams, Telidor has become a very rich woman. As a result, over the past decade her social circle has rapidly escalated. And she likes it. Her ambition has led her to consider buying a familial share in House Abanar in order to raise her star even higher; the only thing holding her back is a fear of retaliation from the Vladaams.

Guildmaster Telidor: Use knight stats, MM p. 347, except she uses a cudgel (1d8+3 bludgeoning) and hand crossbow (1d6 piercing) for her attacks and she has Wisdom 15 (+2).

  • Proficiency (+2): Jeweler’s Tools
  • Equipment: bracelet of friends (x2), phoenix necklace (3,000 gp), diamond ring (250 gp), Vladaam deot ring
  • Bracelet of Friends: This silver charm bracelet has four charms upon it when created. As a bonus action, the owner may designate one person known to them to be keyed to one charm. When a charm is grasped and the name of the keyed individual is spoken as an action, that person is called to the spot, along with their gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet functions only on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless.

Telidor’s Bodyguards (Harla & Jarla): Female lizardfolk. Use gladiator stats, MM p. 348.

  • Proficiency (+3): Perception, Stealth, Survival
  • Equipment: flaming claw tips (Harla) / frost claw tips (Jarla), javelin of lightning (x2), potion of superior healing, Vladaam deot ring
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
  • Hold Breath. Lizardfolk can hold their breath for 15 minutes.
  • Flaming Claw Tips: +1 to attacks and +2d6 fire damage.
  • Frost Claw Tips: +1 to attacks and +2d6 cold damage.

Go to Part 13: Red Company of Magi

Vladaam Affair - Founder's Workshop Map

Go to Table of Contents

A guild of brass and bronze workers which actually serves as a focal point for Vladaam chaositech research.

DENIZENS - DAYLocation
2 Guild Apprentices + Vladaam GuardArea 1
Vladaam GuardArea 2
Apprentices + Master CraftsmanArea 3
3 Chaositech Masters + 2 ApprenticesArea 4
DENIZENS - NIGHTLocation
Vladaam GuardArea 2

Vladaam Affair - Founder's Workshop (Location on Ptolus Map)

Guildsman District
Brass Street – H8

AREA 1 – STOREFRONT

A variety of workbenches cluttered with tools. Guildsmen on duty here will do minor repair work.

TOOLS: Two sets of jeweler’s tools and a set of tinker’s tools.

MERCHANDISE: Various works of brass and bronze, mostly knick-knacks, cheap candelabras, or specialized components of little value. Total worth of 150 gp if it’s all hauled out of here. There are two sextants worth 250 gp each and a set of brass marbles worth 1 gp.

AREA 2 – STAIRWELL

The stairwell is guarded with three alarm spells which are triggered by anyone traversing the stairs who isn’t wearing a guild badge.

  • An audible alarm (heard throughout the workshop and out on the street).
  • A mental alarm that notifies Aliaster Vladaam.
  • A mental alarm that notifies the guioldmaster.

AREA 3 – UPPER WORKSHOP

This workshop contains ten sets of smith’s tools, two sets of tinker’s tool, and two sets of jeweler’s tools., along with a large supply of brass, bronze, and copper (2,000 pounds, worth a total of 1,000 gp). Two small forges are positioned near windows (for ventilation).

PAPERS: A few miscellaneous papers are strewn about, including a Bill for Repairs Done to a Spiked Pit Trap.

SECRET DOOR – DC 16Intelligence (Investigate): The chaositech workshop in Area 4 is actually the second floor storey of the building next door (which has no access to its second floor, just a long stair that goes up to its third floor), so it’s not immediately apparent that there should be any access to it.

BILL FOR REPAIRS TO A SPIKED PIT TRAP

To the attention of Arquad—

A request of remuneration for the services of the Founders’ Guild in the repair and servicing of the safeguards in the back hall of Marquette’s Textiles, Pitch Street, Guildsman District.

To whit—

Repair of hinge mechanisms in door.

Replacement and treatment of spikes.

Additional items—

Blue whinnis commissioned from the Poisoners’ Guild on Black Str. Paid in full. Inc. in billed amount.

Billed amount—

1,875 gold thrones.

DM Background: The trap mentioned here is located in the hallway of Part 17: Undead Shipping Warehouse. The poison (blue whinnis) is being sourced from Part 7B: Alchemy Lab 2 – Poisoner’s Guild.

AREA 4 – CHAOSITECH WORKSHOP

A faint, pink-purple haze clings to the ceiling. There’s sickly-sweet scent raw with some form of potent pheromone. (Ask the players what the emotional reaction of their PCs is to the powerful pheromones.) Strange machinery – some combination of bronze and an unidentifiable black metal – crawls up the walls, although it’s difficult to tell where one device ends and another begins. Several work tables in both halves of the room are covered with softly bubbling chemicals, strangely glowing items, and an eclectic effluvium of technomantic components.

CHAOSITECH: Among a variety of half-completed devices and experiments, there is a sickening rod and blight bomb. There is also a copy of the Book of Greater Chaos. (See Addendum: 5E Chaositech.)

RIFLE CRATE: An open crate that originally contained 12 hellsbreath rifles from the Shuul Foundry. 6 remain in the crate, 2 others have been partially disassembled (and are in various states of study), and 4 have been repacked into a smaller container with a note attached: “Have these sent to the security cache in the temple on Malav Street.”

  • DM Note: The temple referenced in the note is Part 6: Abandoned Temple of the Great Mother.

IRON COFFER (10% chance): There’s a 10% chance of an iron coffer containing 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

STAT SHEET

Guild Apprentices: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Arcana, Smith’s Tools
  • Equipment: dagger, hourglass, magnifying glass, oil of mending (x2), Vladaam deot ring

Master Craftsman: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Smith’s Tools
  • Equipment: hourglass, magnifying glass, oil of mending, Vladaam deot ring.

Chaositech Master: Use mage stats, MM p. 347.

  • Proficiency (+3): Medicine, Chaositech Tools, Smith’s Tools
  • Equipment: oil of mending, chaositech tools, chaos storage cube (Ptolus, p. 535), any 1 chaositech weapon (Ptolus, 535), Vladaam deot ring
  • Chaositech Stabilizaiton: 50% chance of negating chaotic failure of chaositech device.
  • Resist Insanity: Advantage on saving throws made when working with chaositech.
  • Tinker: Work 1d4+6 days to double a chaositech item’s range, area, duration, or add +2 to its damage or save DC.

Spellcasting: 9th-level spellcaster. Spell save DC 14, +6 to hit with spell attacks.

  • Cantrips (at will): acid splash, dancing lights, mage hand, sense spell (Ptolus, p. 632)
  • 1st level (4 slots): detect chaositech (Ptolus, p. 628), mage armor, magic missile, shield
  • 2nd level (3 slots): meld into stone, siphon (Ptolus, p. 633)
  • 3rd level (3 slots): counterspell, gaseous form, lightning bolt
  • 4th level (3 slots): private sanctum, stoneskin
  • 5th level (1 slot): mislead

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

Go to Part 12: Guild – Goldsmiths

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