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The Vladaam Affair - Dreadwood Grove

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DENIZENS - DAYLocation
Fletchers (x4)Area 1
FletcherArea 2 or 3
Vladaam ResearcherArea 3 or 4
Vladaam MageArea 5
DENIZENS - NIGHTLocation
Vladaam ResearcherArea 4

Fletcher: Use commoner stats, MM p. 345. Proficient in fletcher’s tools. Wear Vladaam deot rings.

Vladaam Mage: Use mage stats, MM p. 347. See Part 13: Red Company of Magi.

Vladaam Researcher: Use acolyte stats, MM p. 342. See Part 13: Red Company of Magi.

Ptolus Map - Dreadwood Grove on Vanguard Street

Guildsman District
Vanguard Street – K8

AREA 1 – WORKSHOP

This workshop belongs to the Red Company of Fletchers and does not generally sell goods directly to the public.

PASSWORD: “Bloodfury” will get the fletchers to sell +1 dreadwood arrows.

SECRET DOOR — DC 16 Intelligence (Investigation): Wooden panel that slides aside. A staircase leads down to Ghul’s Labyrinth (which has a distinctive, cream-colored stone clearly older than the rest of the building).

There is 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.

AREA 2 – WALKWAY

This is a grated walkway that passes over the grove in Area 3. A wrought-iron, spiral staircase at one end of the walkway leads down to the floor of Area 3, which is twenty or thirty feet below.

AREA 3 – DREADWOOD GROVE

Three long grooves in the domed ceiling glow with a fast-cycling yellow-blue light. The grove is filled with a dozen stunted, twisted trees with barkless, lusterless black trunks with red veins that seem to pulse with thick, turgid blood.

LIGHT: The light is magical, creating a bio-sustaining atmosphere in which plants can be grown. It has been modified to speed the growth of the dreadwood trees (which normally don’t require sunlight); the effect is disquieting if observed for any length of time.

DREADWOOD TREES: A dozen dreadwood trees grow here. Make a Wisdom saving throw (DC 12 on the walkway, DC 25 in the grove) or turn aside with loathing and fear.

AREA 4 – DREADWOOD SEEDLINGS

Long, high tables of stone (designed for Ghul’s orcs) now keep two dozen dreadwood seedlings, ready for transplant to the main grove (or a new grove) when needed.

AREA 5 – DREADWOOD FLETCHING

DOOR: DC 14 Dexterity (Thieves’ Tools)

A work area for creating dreadwood arrows. It contains supplies for both traditional fletching, processing dreadwood, and dreadwood horticulture.

AREA 6 – BLUESTEEL DOOR

A bluesteel door leading deeper into Ghul’s Labyrinth. (See Ptolus, p. 391).

The guild does not know the password for this door.

DREADWOOD

The dreadwood tree is a stunted, twisted thing. Its barkless trunk is a lusterless black run through with red veins which seem to pulse with thick, turgid blood. About such a tree there is an aura of the unnatural profoundly disturbing to the mortal mind. Any who would approach a dreadwood tree must succeed at a DC 10 Wisdom saving throw or turn aside with loathing and fear. This DC is increased by +1 for every additional dreadwood tree in the area, up to a maximum DC of 25.

If the wood of the dreadwood can be harvested and treated with the proper alchemical substances, its red veins can be made to pulse even in death. Those near an object crafted from dreadwood suffer a -1 penalty on Wisdom saving throws. Those handling an object of dreadwood or entering a room built of it suffer disadvantage on Wisdom saving throws and must succeed on a DC 12 Wisdom saving throw or become frightened as long as they are near the dreadwood and for 1d6 rounds thereafter.

A dreadwood tree does not require sunlight in order to grow and many are found deep beneath the surface of the earth. In fact, the dreadwood’s manner of sustenance remains a mystery much studied by arcanists and druids alike.

(Fantasy Materials)

DREADWOOD ARROWS: Those near a dreadwood arrow suffer a -1 penalty on Wisdom saving throws. Those handling or shot by a dreadwood arrow have disadvantage on Wisdom saving throws and must succeed on a DC 12 Wisdom saving throw or become frightened for as long as they are near the dreadwood and for 1d6 rounds thereafter.

A +1 dreadwood arrow costs 1,500 gp per 50.

DREADWOOD QUIVER: Not a quiver designed from dreadwood, but rather designed to hold dreadwood arrows so that the owner is not perpetually affected by the dreadwood kept within it. Cost: 150 gp.

Go to Part 11: Guild – Founders’ Workshop

Fleet of Iron Sails - Catmondo (edited)

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The Vladaams maintain a fleet of trade ships which are active throughout the Whitewind Sea. They are notable for their dull grey sails. The current Fleet of the Iron Sails consists of eighteen ships.

Note that all ship captains of the Fleet of Iron Sails are members of the Brotherhood of Yrkyth. (See Part 14: Guild – Surveyor’s Headquarters.)

FLEET OF IRON SAILS

  1. Dragon’s Wake – Admiral Vorray
  2. Shark’s Tail – Captain Radgha
  3. Island’s Barnacle – Captain Sycol
  4. Pride of Morrain – Captain Boastia*
  5. Gods’ Pearl – Captain Hinmos
  6. League of the East – Captain Rilundi
  7. Joyful Mermaid – Captain Chever
  8. Prince’s Servant – Captain Therech
  9. Eye of the East – Captain Morsul*
  10. Honest Sailor – Captain Perot
  11. Navigator’s Hope – Captain Kuish
  12. Rhapsody – Captain Kelhin
  13. Sarathyn’s Sail – Captain Croitka*
  14. Southern Majesty – Captain Nisshin
  15. Southern Jewel – Captain Woryss
  16. Teeth’s Trust – Captain Erdrae
  17. Thunder’s Wave – Captain Louzab
  18. Storm’s Blessing – Captain Ennia

CREW

These ships have a captain, 2d8 x 3 sailors, 1d6-2 Vladaam Guards, and a 25% chance of 1d2 Vladaam Advanced Guards (possibly serving as first mate).

Particularly valuable cargos may have a special platoon consisting of Advanced Guards and a Vladaam Mage.

Sailors: Use commoner stats, MM p. 345. Proficiency in Athletics, Perception, Navigator’s tools, vehicles (water).

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.

SCHEDULE

At any given time, 1d6-3 of these ships will be docked at Ptolus. (Determine which ships randomly.)

Most of the Fleet engages primarily in honest trade, while only occasionally carrying a cargo of smuggled goods or drugs.

CARGO: Each ship generally carries 2d4 loads of goods. There is a 10% chance that 1d3 loads are Illicit Goods. For all other loads, roll on the Trade Goods table below.

*SLAVE SHIPS: The Pride of Morrain, Eye of the East, and Sarathyn’s Sail are regularly used to transport slaves for the Ennin, collecting them from islands in the Whitewind Sea and delivering them to the Ennin Headquarters (Ptolus, p. 168). These ships have a 50% chance of carrying a cargo of slaves. Otherwise, they’re currently carrying normal goods. (See Part 16: Slave Trade.)

TRADE GOODS

d30Trade Good
1Beer
2Wine
3Textiles (linen, wool, hides, furs, leathers)
4Clothing
5Smoked Meat
6Dried Fruit
7Grain (rice, wheat, barley, oats)
8Salt
9Exotic Spices (cinnamon, ginger, pepper)
10Wickerwork
11Common Metals (iron, copper)
12Precious Metals (silver, gold)
13Very Precious Metals (platinum)
14Perfume
15Bronzework
16Quality Stone
17Glass
18Incense
19Dye
20Tobacco
21Timber
22Oil
23Ivory/Ivoryworks
24Tools
25Weapons/Armor
26Pottery
27Livestock (pigs, sheep, goats, cows)
28Furniture
29Silk
30Magic Items

ILLICIT GOODS

d6Illicit Good
1-2Snakeweed / Abyss Dust (from Freeport, see Part 18: Drug Running)
3Alchemical Supplies (shipping to random alchemy lab, see Part 7)
4Magic Items
5Wildlife (possibly shipping to Korben Trollone)
6Normal Trade Good (avoiding the tariff)

Go to Part 10: Guild – Dreadwood Grove

Curse Den - Rivergate District (Map)

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StaffLocation
Vladaam GuardArea 1
1d3 Hostesses + BartenderArea 2/3
Peacock (Vladaam Advanced Guard)Area 3
CookArea 4
Vladaam Advanced GuardArea 6
Vladaam Advanced GuardArea 9
1d4 HostessesArea 10
2 HostessesArea 11
Vladaam Mage + Journeyman AlchemistArea 14 (75%)
Den Master Corellius1Area 14 (75%)
1d3 HostessesEach room on 2nd Floor
2 Vladaam GuardsPatrolling 2nd Floor

1 Carries key for the safe in Area 14.

Curse Den - RIvergate District

Curse Den – Rivergate
Outer Ring Row – E2

AREA 1 – ENTRANCE

Stairs of blue marble lead through doors ornately carved in a yin-yang composition of a dragon and unicorn pursuing each other.

AREA 2 – SALOON

A cluttering of chairs around a handful of low tables. The warm, dark glow of polished mahogany gleaming from every surface.

TO AREA 10: A bouncer stand guard at the archway leading to the short hall past Area 9: The Main Stairs or into Area 10: Snakeweed Lounge.  Passing requires approval and the payment of a 10 gp cover. (Or no approval and a large bribe.)

AREA 3 – BAR

A well-stocked bar, mostly focused on ales.

THE PEACOCK: A pet peacock roosts on the bar here. It spreads its tail in a beautiful display whenever someone tips.

The peacock is actually a Vladaam agent who has been polymorphed. In this form, the agent can eavesdrop surreptitiously on conversations, gleaning potentially valuable intel from bar chatter.

AREA 4 – KITCHEN

A well-stocked kitchen.

AREA 5 – FOOD & LIQUOR STORAGE

Pretty much what it says on the tin.

AREA 6 – REAR ENTRANCE

The rear entrance is primarily used by those interested in the more exclusive upstairs lounges. It also allows access to the curse den “after hours.” It requires a password or a 100 gp fee.

AREA 7 – DRUG STORAGE

REINFORCED DOOR: AC 19, 300 hp, DC 25 Dexterity (Thieves’ Tools)

Neatly organized in small wooden boxes on shelves:

  • 15,000 doses of snakeweed
  • 5,000 doses of shivvel
  • 75 doses of agony

AREA 8 – REAR STAIRS

These stairs go up to Area 12. They’re used by staff and the “rear entrance” clientele (see Area 6).

AREA 9 – MAIN STAIRS

The walls of the main stairs have a marvelous set of Ascent of Dragons murals. (Similar to the “Ascent of Man,” but showing a red dragon progressing from a wyrmling to an ancient dragon atop his treasure horde.) The final image of the treasure horde is on the wall opposite the top of the stairs in Area 17.

DC 18 INTELLIGENCE (INVESTIGATION): There are a pair of small amethysts set into the stairs about halfway up. These are the focal points for a pair of alarm spells that are activated after hours. (Audible alarm. Cast at a higher level in order to increase its volume.)

AREA 10 – THE SNAKEWEED LOUNGE

Filled with snakeweed smoke. A number of magical, ceramic sculptures resembling slowly writhing masses of tentacles also a serve as standing hookahs from which anyone can take a hit of snakeweed smoke.

SKULLRATTLE: The tables in the northern chamber are set up with several low-stake skullrattle games using a variety of young dragon skulls.

BETRANT TABLES: The tables in the southern chamber host low-stakes bertrant games.

SECRET DOOR: DC 12 Intelligence (Investigation). A simple secret door spins around to grant access to the high-stakes bertrant tables. (Any observation of the chamber during business hours will notice hostesses and high-roller coming and going through this door.)

AREA 11 – HIGH-STAKES BERTRANT

These are all high-stakes bertrant games. Minimum bets at most tables are 100 gp, but there’s also a 1,000 gp bet table.

AGONY HOSTESSES: Agony is available for sale in this room. Hostesses carry 1d6 doses each.

AREA 12 – STAIN-GLASSED WINDOW

The window at the top of the rear stairs is a beautiful piece of stained glass depicting a black dragon. A plaque beneath the window reads, “THE WYRM ORACTHON.”

The Wyrm Oracthon

AREA 13 – SHIVVEL LOUNGE

A number of comfortable chairs where shivvel smokers congregate.

AREA 14 – CURSE JEWEL WORKSHOP

DOOR: Oak-veneer over iron core. AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools)

WINDOW: The window is made of diamond crystal. AC 19, 300 hp.

A desk of dark-stained oak is positioned near the center of the room with a chair angled to look out the window. A workshop for creating magical items is arrayed around the perimeter of the room.

DESK: Includes Report on the Debts of Dilar. (The “CS” referred to in the letter is Celadore Silverwood of Dark Leaf. The Runshallot warehouse is the Vladaam’s slave trade warehouse, see Part 16: Slave Trade.

WORKSHOP: Includes Instructions for Creating Curse Jewels and a set of jeweler’s tools.

  • DC 15 Intelligence (Arcana): Provide players with the properties of a curse jewel.

HIDDEN SAFE: Located in the floor. DC 22 Intelligence (Investigation), DC 30 Dexterity (Thieves’ Tools).

  • 15d10 x 10 platinum pieces, mostly in gold and silver coins.
  • IOU from Korben Trollone.

IRON COFFER (10% chance): If present, contains 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.

AREA 15 – CURSE JEWEL LOUNGE

A richly-accoutered lounge, with rounded divans of red velvet circling a central area raised in a dais. A bulging aumbry with dragon’s claw feet stands against one wall.

AUMBRY: Contains 10 doses of agony, 40 doses of abyss dust, and 4 curse jewels.

SECRET DOOR: DC 18 Intelligence (Investigation).

DAIS: DC 20 Intelligence (Investigation) to discover a secret compartment in the dais. Pushing a concealed button causes a panel to slide aside and a curse globe to rise into view.

DM Background: This room is rented by individuals or small groups. Slaves are led in from Area 16 and curse jewels are used on them.

AREA 16 – SLAVE CHAMBERS

This room has a permanent silence spell cast on it. It contains 1d4+1 slaves, usually beautiful young women.

SLAVES: These slaves were originally brought to Ptolus aboard the Sarathyn’s Sail (see Part 9: Fleet of Iron Sails) and then sold through the Ennin slave market (Ptolus, p. 399).

AREA 17 – DRAGONSCALES TABLE

Three tables, each set up with a set of dragonscales tiles.

DRAGONSCALES: All three tables have gold dragonscales sets. A trained eye can price two of the sets at 1,500 gp each. At a casual glance, the third set is just as nice, but is actually slightly cheaper in its craftsmanship (and is only worth 250 gp).

  • The cheaper dragonscales set has the word “Yarrow” carved into the edge of its board.
  • DM Background: A dragonscales set was stolen from this curse den several months ago. It was replaced with a set from the Oldtown curse den (on Yarrow Street) until a permanent replacement set is procured.

DM Background: This chamber is rarely used, but very exclusive.

AREA 18 – HIGH-STAKES SKULLRATTLE

This table has the skull of an ancient red dragon accoutered for skullrattle. It’s a high-stakes game requiring 500 gp minimum bets. The entire room is under the effects of an antimagic field to prevent magical cheating.

AREA 19 – SNUFF CHAMBER

The mahogany table in the center of this room is equipped with large manacles designed to bind someone firmly to its surface.

AUMBRY: Contains 20 doses of agony, 100 doses of abyss dust, and 12 curse jewels.

TABLE – DC 20 INTELLIGENCE (INVESTIGATION): The table has a hidden compartment where a slave manacled to its surface can be quickly dropped out of sight. (The compartment has a permanent silence spell cast on it.)

DM Background: Groups (or, more rarely, individuals) will employ his room to use curse jewels on a single slave bound to the surface of the table. This often results in the death of the slave and the groups pay extra for their murderous delights. The “ritual” is often accompanied with doses of agony.

This particular snuff chamber is rarely used. Those looking for this sort of “entertainment” are more likely to use the curse den in Oldtown, but the relative privacy and exclusivity attracts a very particular type of client.

HANDOUTS

REPORT ON THE DEBTS OF DILAR

Den Master Corellius—

I understand your concern, but Dilar’s affiliation with the Dark Leaf doesn’t offer him immunity. These debts you’re describing from the Oldtown Curse Den are disturbing and simply cannot be tolerated. In fact, this only contributes to a pattern of irregular behavior which is particularly alarming in light of his duty to provide security at the warehouse on Runshallot.

If you deem it wise, set spies upon him. It’s possible his loyalties have become divided and this matter may give us fair excuse to investigate without raising any possible alarm if other eyes have been placed on him.

In any case, if the matter of the debt is not resolved, you should feel empowered to contact CS directly and resolve it permanently.

                                                                                                Godfred V.

IOU FROM KORBEN TROLLONEI owe personally, upon my honor and to the hand of Master Corellius, the sum of 8,250 gp. Korben Trollone abiding at Edarth's Loans the 8th of Noctural, 790

Go to Part 9: Fleet of Iron Sails

Curse Den - Oldtown

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StaffLocation
1d2 Hostesses + BartenderArea 1
Vladaam MageArea 1 (25%) or Area 3 (50%) 1
2 Vladaam Advanced GuardsArea 3 2
2 Vladaam GuardsArea 4
HostessArea 5
CustomersLocations
4d6 CustomersArea 1
Dilar 3Area 1 (25% chance)
2d8-1 Customers + HostessArea 2 (10%)
3d8 CustomersArea 5

1 Carries key for the safe in Area 2, Letter from Marcus Corellius, and Imperium from Archmage Ustallo.
2 Carries dreadwood quiver and 10 dreadwood arrows. A small note inside one of them reads “courtesy of Bloodfury on Vanguard Street.” (See Part 10: Guild – Dreadwood Grove.)
3 See Part 16: Slave Trade – Warehouse and also Night of Dissolution, p. 37.

Curse Den - Oldtown

Curse Den – Oldtown
Yarrow Street – D9

AREA 1 – DRAGONSCALES TABLES

This main chamber appears to be an upscales dragonscales parlor. The bar serves a selection of fine wines (ranging in price from 10 gp per bottle to 500 gp per bottle).

DC 22 INTELLIGENCE (INVESTIGATION): The secret door to Area 2 is part of the finely polished wood paneling lining the room. It’s operated by a hidden switch under the bar.

DRAGONSCALES: Most games are Green or Blue Dragonscales, although occasional large matches of Red, Silver, or even Gold Dragonscales are not unknown.

DRAGONSCALE SETS: This room contains ten Gold Dragonscales sets. Each is worth 250 gp.

AREA 2 – SLAVE SNUFF

The mahogany table in the center of the room is equipped with large manacles, designed to bind someone firmly to the surface. A large, bulging aumbry is set against the far wall.

AUMBRY: Contains 20 doses of agony, 100 doses of abyss dust, and 12 curse jewels.

  • DC 20 Intelligence (Investigation): The aumbry has a secret compartment which contains a curse globe.
  • DC 24 Intelligence (Investigation): On the wall behind the aumbry, there is safe containing 8d10 x 10 pp in mostly gold and silver coins. (DC 35 Thieves’ Tools)

TABLE – DC 25 Intelligence (Investigation): The table has a hidden compartment where a slave manacled to its surface can be quickly dropped out of sight. (The compartment has a permanent silence spell cast on it.)

DM Background: Groups (or, more rarely, individuals) will use this room to use curse jewels on a single slave bound to the surface of the table. This often results in the death of the slave and the groups pay extra for their murderous highs. The “ritual” is often accompanied by doses of agony.

AREA 3 – DRUG STORAGE

This room contains:

  • 10,000 doses of abyss dust
  • 50 doses of agony
  • 6,000 gp worth of fine wines

DC 18 INTELLIGENCE (INVESTIGATION): There’s a secret compartment under a number of barrels leading to a small basement containing 2d4 slaves. (There’s also a 50% chance that it contains an additional 1d2 corpses of slaves killed in Area 2 that have not yet been disposed of.)

Slaves here can described where they came from: Shipped in on the Eye of the East (see Part 9: Fleet of the Iron Sails) out of the slave pits of Amsyr. They were taken to the Slave Trade Warehouse (see Part 16: Slave Trade) before being shipped here.

AREA 4 – REAR COURTYARD

There are usually a few horses tied up to a fencing post.

  • Note: Oddly the horses are left there even in inclement weather despite the stable doors.

DM Background: If the password “Wyvern” is given here, one is sold abyss dust by the “stablehands” and led through the door to Area 4.

AREA 5 – ABYSS DUST COTS

The old stables have been retrofitted with a number of cots designed for blitzed abyss dust users.

HANDOUTS

LETTER FROM MARCUS CORELLIUS

Galos,

I want a full accounting of Dilar’s debts sent to me at the den on Outer Ring Row as soon as possible, but leave him unmolested. At least for the moment. He still enjoys the protection of our mutual friends, after all.

Thank you for bringing this matter to my attention.

Marcus Corellius

DM Note: The “den on Outer Ring Row” is the Rivergate curse den.

IMPERIUM FROM ARCHMAGE USTALLO

Brother Galos,

I have heard sterling reports of your performance from Marcus. You will have to regale me with the tale of petrifying the pickpocket. The Den Master was able to entertain me greatly with his telling of it, but I want to savor every delightful detail of what ensued.

When you do return to the guild house, also bring with you ten doses of abyss dust. I am sure it will enhance your tale. (Leaving him to rot in the stables! Superb!) What a wonderful message to send to Knapp and his lackeys.

Imperium of the Archmage Ustallo
Red Company of Magi

DM Note: “Marcus” is Den Master Marcus Corellius. “Knapp” refers to Haymann Knapp of the Longfingers Guild (Ptolus, p. 123). Archmage Ustallo and the guildhouse on End Street can be found in Part 13: Red Company of Magi.

 

Go to Part 8C: Curse Den – Rivergate

 

Curse Den - Guildsman District

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StaffLocation
4 HostessesArea 1
2 HostessesArea 4
4 Guards + 2 Advanced GuardsArea 5
Vladaam MageArea 5 (75%)1
SlavesArea 2 (see text)
CustomersLocation
4d6 Customers 2Area 1
2d8 CustomersArea 4 (75% -1d8)
2d8-2 CustomersArea 2 - Drug Dens
2d8-2 CustomersArea 3 - Slave Chambers

1 Carries key for the safe in Area 5.
2 One of these customers is an apprentice from Alchemical Lab 1: Bodyworks. Wears a Vladaam deot ring.

Curse Den - Guildsman District

Curse Den – Guildsman District
Nethar Street – U7

AREA 1 – HALL OF THE CURSE GLOBE

Sweet-scented incense burners in the form of copper phoenixes with smoke pouring from their mouths flank the doors, filling this long, gloomy hall with a multi-colored haze.

Various divans and curved couches covered with rich, darkly-hued velvets have been pleasingly arranged in small groupings around the chamber.

In the center of the room, dominating the décor, four brass dragon claws curl up to support a large, crystalline sphere filled with murky, swirling shadows. The sphere is eerily lit from below by an arcane circle that glows with an effervescent blue light.

CUSTOMERS: Most of the users in this central chamber are snakeweed smokers, with a few shivvel smokers mixed in.

GLOBE: This is a curse globe. The “arcane circle” is entirely decorative.

AREA 2 – DRUG DENS

DOORS: The doors to these rooms seal tightly to prevent abyss dust from escaping.

INTERIOR: Some of these chambers have low couches, but others are basically “drug barracks” with two or three cots where drug users can simply collapse into their stupors.

AREA 2A: On the wall here, a drug user has scrawled a twisted, charcoal mosaic of dark, shadowy figures threatening a city represented by a warped (almost demonic) skyline.

AREA 3 – SLAVE CHAMBERS

DOORS: The doors to these rooms seal tightly.

SLAVES: Each chamber has a slave. Some are bound to the beds. Others are kept in drugged stupors. Some are chained to the walls or suspended from the ceiling. They are rented out so that people can use curse jewels on them, although additional forms of (non-lethal) torture can also be obtained if the appropriate price is paid.

The slaves are generally suffering from 2d6 Wisdom and 2d6 Intelligence damage (and are likely to have damage to other ability scores). Any slave with an effective score of 4 or less in either Wisdom or Intelligence is either too insane or too damaged to provide accurate testimony.

Other slaves can describe where they came from: Some were shipped in on the Pride of Morrain (see Part 9: Fleet of Iron Sails). Some where sold through the Ennin Slave Market (Ptolus, p. 399). Some were taken to the Vladaam’s Slave Trade Warehouse (see Part 16: Slave Trade) before being shipped here.

AREA 4 – BERTRANT GAME

A double bertrant table in the shape of an infinity symbol fills this room. Croupiers stand in the eyes of the infinity symbol and the table can support one large game or two smaller games.

AREA 5 – DRUG STORAGE

This area contains:

  • 2,000 doses of abyss dust.
  • 30 doses of agony.
  • 5,000 doses of shivvel.
  • 15,000 doses of snakeweed.
  • 8 curse jewels.

SAFE: Hidden in the wall. DC 20 Wisdom (Perception) to find on a search. DC 30 Dexterity (Thieves’ Tools) to open.

  • Contains 5d10 x 10 pp in gold and silver coins.

Go to Part 8B: Curse Den – Oldtown

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