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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 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 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

Special Forces at the Peephole - Andy Gin

DISCUSSING
In the Shadow of the Spire – Session 33E: Maggots & Ratsbane

Someone threw themselves against the door Dominic and Tor were propping themselves against. It barely budged. They glanced at each and made a quick, unspoken decision. Dominic stepped away and Tor, timing things perfectly, yanked the door open at precisely the right moment.

A young elf woman – ebon-skinned like Shilukar – came stumbling through, thrown off-balance by the sudden disappearance of the door she had been planning to throw herself against.

Dominic and Tor were quick to take advantage – the former’s mace crushing her upper arm and Tor’s sword cutting deep into her thigh. She stumbled further down the hall, shouting over her shoulder. “Theral! There are six of them! Grealdan’s dead!”

Dominic looked through the open door and spotted Theral – the Brother of Venom that Tee had seen discovering Reggaloch’s body – beginning to cast a spell. He promptly slammed the door shut.

Back in Session 13B: The Tragedy at the Door, the PCs lost control of a doorway and nearly paid the ultimate price. In this session you can see them take control of a doorway and repeatedly use it to their advantage during the fight.

I often see doors getting ignored during fights. I think part of that is tied into some of the issues I discussed in Dungeon as a Theater of Operations: We have a tendency to get strongly locked into the idea that there’s a “fight keyed to Area 5” and, therefore, the fight takes place in Area 5 (and nowhere else). This, of course, frequently eliminates the door leading into Area 5 as being irrelevant.

I’m uncertain how much the proliferation of VTTs may be affecting this (since they often persistently feature the entire map of the dungeon), but “put the PCs in the room and then start the fight” is an attitude that you can even find infecting published adventures.

But just look at what a door can do for you! (Or to you.)

They’re natural chokepoints, allowing small groups (like PCs) to control their front line against much larger groups.

They can be used to control line of sight (and also effect), as seen here with Dominic using a readied action to slam the door shut and negate an enemy spellcaster’s entire action.

They can be used to separate groups, tactically isolating them and allowing them to be defeated in detail. (This is similar to attacking an enemy force when they’re halfway across the river.)

Conversely, if you move through a door and engage an enemy on the opposite side, then the doorway becomes your means of retreat. If you lose control of the doorway or are otherwise cut off from the doorway, then you’ll become trapped.

If someone is holding a door and using it against you, then you need to develop some method for breaching the door. (Or, alternatively, creating an alternative method of egress — using a window, teleporting, blasting a hole in the wall, turning ethereal, etc.)

In practice, of course, all of these myriad tactical considerations will be swirling around each other in the chaos of battle.

And we haven’t even started looking at doors with special features!

  • How can a trapped door be used to your advantage during a fight? (Particularly if the trap resets whenever the door is shut.)
  • What about doors that have magical effects attached to them? (Like magic portals!)
  • You can get similar effects with non-magical portals, too! (For example, you might have a portcullis that’s rigged to come crashing down when someone pulls a lever.)

Some of these will create unique tactical opportunities. Others will simply complicate the ones we’ve already discussed!

Campaign Journal: Session 34ARunning the Campaign: A Confusion of Names
In the Shadow of the Spire: Index

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

SESSION 33E: MAGGOTS & RATSBANE

December 28th, 2008
The 18th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Ratmen Platoon - Midjourney

RATSBANE

As they pushed their own way through the secret door to pursue him, however, a carpet of dire rats poured through the illusionary wall.

There were dozens of them, but Agnarr just smiled grimly. “Okay, I think we’ve got this.” Twirling his blade slowly he moved forward.

But the rats were followed by a platoon of ratmen, all armed with dragon rifles. Several of them fired at Agnarr as they entered and the sickly-sweet scent of burning flesh filled the air.

Dominic reflexively laid his hands on Agnarr and the burn marks softened away. The barbarian was already bellowing with rage and a moment later, gritting his teeth, he charged. Tor followed in his wake with a rallying cry of his own. They cut a swath through the dire rats, trying to open a path to the rifle rats… but they were going to be too late. The riflers were coming into formation and lowering their guns for what was certain to be a lethal barrage.

But Ranthir, seeing what was happening, focused all of his energy. He had already cast one fireball that day, and the effort of trying to reforge the pathways of mystical force through his own mind and soul through sheer force of will was literally excruciating…

A ball of fire burst forth in the middle of the room, leaving in its wake a hillock of burnt ratflesh.

With a triumphant cry, Agnarr and Tor finished their swath of death through the dire rats and cut into the three rat riflers who were still standing. The riflers fell back before them with a desperate panic in their eyes. Theral and the only rat chieftain who had escaped the blaze, seeing their seeming triumph rendered instantly into desolation, turned and fled back through the illusionary wall.

MAGGOTS’ END

Tee and Elestra, meanwhile, dashed past the melee, hot on the heels of Vocaetun (who had disappeared down the stairs during the confusion). Tee forced him to turn and fight, dissipating one of his illusionary images in the process. But with a wave of his wand he blinded her again.

He turned to run again. Seizing the moment, Elestra murmured a few words, called upon the Spirit of the City, and laid her hand on his back… to no seeming effect.

He dashed around the corner… and then there was a bone-chilling scream which ended in a hideous gurgling.

Tee, her vision clearing, glanced at Elestra and then rounded the corner.

Vocaetun lay on the stairs. His mouth was frothed with maggots, which were also ripping their way out of the skin on his arms and around his neck. He was dead.

They quickly searched his body, taking his wicked wand so that Ranthir could turn it to their own purposes, and then dragged the corpse back up into the kaleidoscopic hall. By the time they returned, Tor and Agnarr had finished mopping up the last of the rats and ratmen.

Dropping Vocaetun’s corpse unceremoniously on the floor, Tee quickly searched the bodies of the others they had slain. On the weasel-faced man they found a note:

LETTER TO GREALDAN

Brother Grealdan—

We have intercepted letters from Reggaloch to others in the Ebon Hand. They are planning to betray us. When the signal comes, be prepared to purify the cause of chaos. Be wary.

And now they were faced with a decision: Should they pursue Theral? Descend the stairs? Finish their explorations of this level of the temple? Or retreat before more reinforcements arrived?

Running the Campaign: Battles at the DoorCampaign Journal: Session 34A
In the Shadow of the Spire: Index

 


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