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Detective studying an evidence board

DISCUSSING
In the Shadow of the Spire – Session 39B: Shivvel, Slaves, and Gold

“If they’re running a major drug operation here, this isn’t nearly enough money.”

It was clear, too, that there had once been much more of the shivvel stored here. Tee suspected that the destruction of Linech Cran’s operation was continuing to affect the ratlings’ supply.

Poking around the rest of the room she discovered that a section of the wall could be removed, revealing a detailed map of the Warrens with several locations marked with crude symbols.

When discussing node-based design, a lot of focus tends to be put on how it can be used for scenarios like the 5-node mystery. Which makes sense. It’s a very versatile scenario structure, easy to use and adaptable to a lot of different situations.

But I first came to node-based design as a campaign structure, as described in Node-Based Campaigns: Not linking together scenes in an adventure, but as a way of linking one adventure to another. In the Shadow of the Spire, a campaign I was actually running and designing when I wrote Node-Based Scenario Design, is almost entirely built using a node-based campaign structure.

You can see a pretty focused example of what that looks like in the current adventure.

I labeled each adventure with an alphanumeric code. So the PCs are currently in CC01 Temple of the Rat God. The “CC” stands for “Chaos Cults.” Act II of the campaign also includes BW and NOD adventures, for Banewarrens and Night of Dissolution, respectively. The distinction of “BW” adventures reflects that Act II of the campaign is built around two separate forks (the chaos cults and the Banewarrens), while having “NOD” and “CC” designators started as a convenient way of distinguishing “stuff from the Night of Dissolution campaign book” from the wide variety of additional chaos cult scenarios I was adding to the campaign.

But why have alphanumeric codes at all?

Mostly convenience and clarity.

For example, it made it easy to say that the Marked Map of the Warrens handout (as seen below) was pointing to CC01A Warren Shivel Dens.

Map of a city district, with various locations marked in red ink.

Why “CC01A” instead of “CC02” or some other distinct number? Again, it mostly boils down to what I found most useful. I generally found it useful to group together scenarios that were more closely related to each other. For example, the adventures found in Ptolus Remix: The Mrathrach Agenda were originally NOD5 Mrathrach Machine and NOD5A The White House.

The warren shivvel dens directly operated by the ratling cultists were more closely/directly related to CC01 Temple of the Rat God than they were to, for example, CC07 Porphyry House of Horrors. In this case, I’d also “discovered” the warren shivvel dens existed while prepping CC01 Temple of the Rat God, so it just made sense to me to insert them into the numbering sequence here.

Other clues the PCs found here include:

  • Sewer Routes to the Coast, a map which is an alternate clue to CC01A and also to 004A Slaver’s Enclave (an adventure from Act I).
  • Questioning the slaves, which would also lead to 004A Slaver’s Enclave.
  • Sewer Tunnels to Oldtown, a map leading to NOD4 Temple of Deep Chaos.
  • Broken square symbols forming a trail in the sewer tunnels, which could be followed to CC02 Temple of the Ebon Hand.

And here you can directly see the dynamics of a node-based campaign in play. Having found all these clues, the PCs have to make a decision about which lead they’re going to pursue next. (And, in this case, that actually includes, “Do we keep exploring the dungeon we’re in? Or do we switch gears?”) The players are immediately drawn into this discussion (at least in part because they’re collectively puzzling out what the clues mean and how they’re connected to things they’ve learned elsewhere in the campaign), causing the group to collectively think deeply about the campaign and get drawn further into the game world.

Also, because of the redundancy of the Inverted Three Clue Rule, it would also have been fine if, for example, they didn’t question the slaves…

…which, from a structural standpoint, they didn’t.

Ranthir, meanwhile, was feeding the malnourished slaves while Tor gently questioned them. It turned out that most of them had been freshly captured off the streets of Ptolus, many from the Warrens. Several were obviously shivvel addicts and easily preyed on. There was an elven prisoner, however, who had a different tale to tell: He had lived in the village of Onsafal in the Teeth of Light. He and most (if not all) of his village were captured by slavers and then sold through the black markets of Freeport. He had arrived at the Docks, been taken to a warehouse, and then sold to the ratlings.

Ranthir heard from one of the slaves how they’d been kidnapped and taken to a warehouse in the Docks, but he never followed up by asking the elf where the warehouse was located. (A classic example of a player not realizing that a clue is actually a clue.)

In fact, as the campaign continues, you’ll discover that the PCs didn’t follow MOST of these clues.

There are a variety of reasons for this. For example, the redundancy between the Sewer Tunnels to Oldtown map and the Marked Map of the Warrens caused them to conflate the two. They chose to approach the shivvel dens above ground, and ended up ignoring the fact that Sewer Tunnels to Oldtown also included a tunnel leading to the Docks (and the warehouse the elf had mentioned).

(It’s particularly fun when something like this happens, they eventually find a different path, and then many moons later they’re reviewing their notes, discover the clue they ignored, and say, “Holy crap! We had the solution the whole time!”)

There are a few other connections to note.

The shivvel they find here is a payoff from previous foreshadowing. Way back in Session 9, the PCs had found a note indicating that Silion was getting shipments of shivvel from Linech Cran. This was an existential lead, as described in Running Mysteries: The Two Types of Leads – it told the PCs that Silion existed, but didn’t give them any way of actually finding her. That foreshadowing set up Silion as an antagonist, and here we complete the circuit.

The Deathmantle cult symbol the PCs find here is the opposite end of the same thing: The PCs learn the Deathmantle cult exists, but have no way of finding them right now.

Deathmantle cult symbol. A black skull.

The evidence that the cultists are having problems sourcing shivvel (which is further developed in CC01A) because the PCs took out Linech Cran’s shivvel operation is another form of payoff, this time showing the impact of the PCs’ actions on the game world.

Along similar lines, in Session 39C the PCs also find a note indicating that the Temple of the Rat God had begun investigating the Arathian Job, giving them a well-earned pat on the back for a job well done, while also making them just slightly paranoid that the cultists were on their trail.

Don’t worry: A little paranoia is good for the players.

Campaign Journal: Session 39CRunning the Campaign: Reputation
In the Shadow of the Spire: Index

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

SESSION 39B: SHIVVEL, SLAVES, AND GOLD

June 14th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Treasure chest and bags filled with gold coins and gold bars

With the way cleared by Agnarr, Tee slid through the secret door. The hall beyond ended in a chamber of finished stone. Several empty crates had been stacked to one side of the room, and there were a handful of sealed crates on the opposite side. Near the sealed crates were two open crates containing small bundles wrapped in paper.

Cutting open one of the bundles, Tee discovered that it contained a brick of shivvel. At a quick estimate, she guessed that each brick contained a hundred doses of shivvel (each worth 2 sp), and there must be nearly four hundred bricks stored here.

It was clear, however, that there had once been much more of the shivvel stored here. Tee suspected that the destruction of Linech Cran’s operation was continuing to affect the ratlings’ supply.

Poking around the rest of the room she discovered that a section of the wall could be removed, revealing a detailed map of the Warrens with several locations marked with crude symbols.

Map of the Warrens, several buildings marked with red X's and O's

There was also a secret door leading to another chamber, this one empty except for an iron coffer. A quick inspection of this revealed that it was set into a depression on the floor – opening or moving the coffer would shift its weight and trigger the release of a gas (which Tee guessed would prove poisonous). She quickly disabled the mechanism and flipped open the coffer, revealing a mixture of silver and copper coins that she estimated to be worth about 350 gold crowns.

“If they’re running a major drug operation here, this isn’t nearly enough money.” (Not that this stopped her from levering the coffer into her bag of holding.)

Her suspicions proved true: There was a second secret door. Although locked, she was able to open it with the keys she had taken from Silion and Urnest, and thus discover what appeared to be the true treasury: Eight copper coffers filled with gold and silver worth almost 8,000 gold crowns.

There was also a ninth coffer marked with the skull sigil of the Deathmantle cult. It contained six masterwork daggers set on a shaped-cushion of black velvet; their blades glistening with a dark red Ptolus: Deathmantles Cult Symbol - Copyright (c) Monte Cook Gamespaste. (When Tee showed them to Ranthir, he was able to identify the paste as hellblood venom — a poison distilled from the blood of demons that, when brought in contact with a mortal wound, would cause the blood to thin and bleed more rapidly.)

In one of the copper coffers there was also a box of ebony. This contained four strange, round disks about 8 inches in diameters. Crafted from a stainless steel, each seemed possessed of strange, interlocking joints – as if they were complicated, three-dimensional jigsaw puzzles coated with viciously serrated blades. The sight of them made Tee uneasy. She carefully shut the box and slid it into her bag of holding.

Tor, meanwhile, had found himself standing over the dead body of a ratbrute in a long hall. Taking in the details of his surroundings for the first time, he discovered that there were four barred slave pens built into the walls of the hall. He approached the nearest one, and found nearly a half dozen prisoners. They cowered away from his light as he approached, but he quickly reassured them that he and his friends were there to help. He quickly visited the other pens, finding over a dozen prisoners in total (many obviously in very bad states of health).

A long, damp-eaten table was shoved up against one wall. It was covered in a variety of yellowed papers, half-eaten food, and the like. Tor quickly looked it over, trying to find a key. Instead, he found the withered, bloody stump of a human hand casually tossed in amidst the general clutter. His stomach churned. Quickly gathering up the papers, he told the others to keep a watch over the hall leading to the south, and then went back through the northern tunnel to find Tee, hoping that she would be able to pick the locks on the pen doors.

When Tor arrived, Tee was in the process of loading the crates of shivvel into her bag of holding. “Prisoners? I didn’t know we’d found prisoners!”

Tee hurried back through the tunnels. “There’s a secret door right there,” she mentioned in passing.

“How do you know that?” Tor asked.

“I can smell the rat-stench seeping through it.”

Once she had reached the slave pens she was able to make quick work of the locks. While the others discussed what they were going to do with the prisoners, Tee looked through the papers Tor had gathered up. They were mostly accounting of the comings and going of the slaves (others were completely illegible due to the poor condition in which they had been kept), but a particularly well-drawn map caught her attention.

SEWER ROUTES TO THE COAST

This well-drawn map details a route through the sewer tunnels leading to two undescribed locations near or on the Coast. One, leading north from the Blessed Bridge, appears to terminate near the Docks; the other, leading south from the Blessed Bridge, somewhere in the Warrens.

Ranthir, meanwhile, was feeding the malnourished slaves while Tor gently questioned them. It turned out that most of them had been freshly captured off the streets of Ptolus, many from the Warrens. Several were obviously shivvel addicts and easily preyed on. There was an elven prisoner, however, who had a different tale to tell: He had lived in the village of Onsafal in the Teeth of Light. He and most (if not all) of his village were captured by slavers and then sold through the black markets of Freeport. He had arrived at the Docks, been taken to a warehouse, and then sold to the ratlings.

Tee, joining the telling of these tales towards their end, removed the iron coffer of copper and silver she had taken from the false treasury. This money she distributed among the slaves. Elestra and Nasira, meanwhile, were getting increasingly worried about the dark, unknown depths of the unexplored southern passage.

“We need to get them out of here,” Tor said.

“And we can’t just leave them to find their own way,” Elestra said.

Running the Campaign: Clues Linking Scenarios Campaign Journal: Session 39C
In the Shadow of the Spire: Index

Skulls from the Sedlec Ossuary

DISCUSSING
In the Shadow of the Spire – Session 39A: Chamber of Bone

Tee felt the ratlings throw their weight against the door, but she was able to hold it against their charge.

Tee signaled for the others to back up out of the chamber of bone, bracing the door against another pounding from the ratlings on the other side. Then she jumped back herself and, as the ratlings charged through, shot out the pillars of bone.

A cascade of bone collapsed. Several of the ratlings, pouring into the room, were struck about the heads and shoulders; one was even knocked unconscious by a particularly heavy chunk of pelvis. Others slipped and tripped, their feet turned treacherously by the shifting mass beneath their feet.

In Rulings in Practice: Traps, I said that you’ll know you have the balance right when the players start harvesting supplies from the traps or finding other ways of turning them to their advantage. In practice, this is probably a specific application of a wider principle: The more time players spend creatively interacting with stuff in the game world, the more you’ll know that (a) you’re succeeding in including cool stuff that’s bringing the world to vivid life and (b) that you’ve got great players.

Conversely, if you’re a player, pay attention to your character’s surroundings and look for opportunities to turn them to your advantage.

In this case, my players were very on top of things. Here’s what the key for this room looked like:

AREA 8 – BONE CHAMBER

The walls of this chamber are stacked high with bones — human bones. They have been arranged in intricate and detailed patterns with an effect which is entirely ghastly. Four pillars of interlocking skulls and femus reach from the floor to the ceiling.

Handout: The Bone Chamber

Bone Pillars: Any blow to one of these pillars (AC 3) will cause it to collapse, causing a cascade of bone. Characters within 5 ft. of the pillar must make a Reflex save (DC 15). On a failure, they are dazed and must make a Fortitude save (DC 12) to avoid being stunned.

Swinging Weapons: Characters who swing weapons within range of a bone pillar must succeed on a Reflex save (DC 10) to avoid striking the pillar. Alternatively, they can carefully avoid the pillar while making their attack — this requires no saving throw, but does impose a -2 penalty to their attack rolls.

(This room was inspired by the Sedlec Ossuary. The handout consisted of photos from the actual ossuary, which you can see in the linked campaign log.)

In addition to just being a creepy room, I’d intended for the ratlings to take advantage of the environmental hazard. The PCs, however, were savvy enough to be suspicious of the ones, realize they were precarious, and then almost immediately turn the situation to their own advantage.

In this case, the idea of the bone piles being precarious had occurred to me during prep. But the key thing is just including the bone piles as set dressing in the first place. Even if I didn’t have an answer prepped, a nigh identical scene could have emerged simply from the players asking, “Do the piles look unstable?”

Of course, it’s not just the bone stacks they’re using here. They start by using the door to control the start of the campaign, giving them time to estalblish their tactical position (as we’ve also discussed in Running the Campaign: Battles at the Door). And then, at the end of the fight, Agnarr rips the crossbow bolts out of his shoulder and uses them as improvised weapons!

When you fill your description of the world with interesting details, you’re providing the raw ingredients. Once you’ve done that, it become very easy for the whole group to start cooking.

Campaign Journal: Session 39BRunning the Campaign: Clues Linking Scenarios
In the Shadow of the Spire: Index

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

SESSION 39A: CHAMBER OF BONE

June 14th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Sepulcher of Skulls

They headed north along the tunnel. It quickly straightened out… and then dumped into an open sewer channel.

Agnarr stooped to the ground and quickly examined it for tracks. “They’re wading.”

Elestra wrinkled her nose. “That’s disgusting.”

But there was no way to follow the ratlings’ trail through the sewage. So they backtracked to the T-intersection. There they pulled Silion’s body out of Tee’s bag of holding, placed a black hood over her head, and had Nasira use her holy touch to heal her wounds.

Silion resisted their questioning, at first feigning unconsciousness and then proving stubbornly intransigent. “I don’t talk to humans,” she snarled.

“She’s not human,” Elestra said, pointing unhelpfully to Tee.

“She can’t actually see me,” Tee snapped. “And I’d like to keep it that way.”

“We could cut her whiskers off,” Agnarr suggested. Silion snarled.

“Last chance,” Tee said. “Where are the children?”

Silion laughed. “You’re too late! Malleck has them!”

Tee slammed a dagger into her heart. They re-secured the collar and stuck her back in the bag.

“Maybe her tongue will be looser next time we wake her up,” Ranthir said.

“If there is a next time,” Tee said darkly.

CHAMBER OF BONE

The northern tunnel was effectively a dead end for the time being, so they turned south. In this direction the tunnel twisted several times, and then opened into a cramped chamber stacked high with bones – human bones. The bones had been arranged in intricate and detailed patterns with an effect that was entirely ghastly. Four pillars of interlocking skulls and femurs reached from the floor to the ceiling, supporting a vaulting horror of skeletal remains.

Tee saw that these pillars were particularly precarious and warned the others to be careful. They hung back while she proceeded cautiously into the midst of the bones. The tunnel continued further to the south, but Tee took the time to carefully examine the ghastly nooks and crannies of the chamber. In the far corner she found a section of bones that could be pulled free, revealing a hidden door in the wall beyond.

She opened the door just in time to see half a dozen ratlings charging down a long hall toward her. With lightning reflexes she instinctively slammed the door shut again and threw her shoulder against it. She felt the ratlings throw their weight against it, but she was able to hold it against their charge.

Tee signaled for the others to back up out of the chamber of bone, holding the door against another pounding from the ratlings on the other side. Then she jumped back herself and, as the ratlings charged through, shot out the pillars of bone.

A cascade of bone collapsed. Several of the ratlings, pouring into the room, were struck about the heads and shoulders; one was even knocked unconscious by a particularly heavy chunk of pelvis. Others slipped and tripped, their feet turned treacherously by the shifting mass beneath their feet.

Agnarr and Tor had positioned themselves in each of the narrow tunnels leading out of the chamber and the brunt of the ratling charge had been disrupted. They easily held their ground against the dazed and confused ratlings… Or, at least, they did until a ratbrute came trundling around into the southern corridor behind Tor’s defensive position.

The ratbrute thrust his greatsword at Elestra (who had thought herself perfectly safe behind Tor’s broad shoulders). She gave a little cry of outrage as she ducked out of the way. Nasira, standing next to her, backpedaled rapidly towards Tor.

With a flurry of his blade, however, Tor finished off the ratlings facing him and turned to face the ratbrute – which fell back towards a larger chamber to the south in the hope of getting a better (and wider) footing. Tor denied it the opportunity – pursuing it down the hall with quick steps; parrying its large, awkward blade; and slicing it up with vicious, lightning-spiked blows.

The two remaining ratlings in the chamber of bone – facing Agnarr and seeing what had happened to their comrades – fell back through the secret door. Agnarr gave pursuit, ripping an axe from his bandolier and hurling it from the door. The axe caught one of the ratlings in the shoulder, but the ratling – hissing and snarling in rage – ripped the blade out of its own body and hurled it back at Agnarr, catching him in the shoulder, as well.

Agnarr fell back a step, giving both ratlings an opportunity to draw hand crossbows. They fired, both striking Agnarr in the opposite shoulder.

Agnarr roared. He charged down the length of the hall, ripped the bolts out of his shoulders, shoving one into the heart of a ratling and plunging the other into the eye socket of the second.

Running the Campaign: Using Scenery & Turning Traps Campaign Journal: Session 39B
In the Shadow of the Spire: Index

Map: Surveyor's Headquarters

Go to Table of Contents

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 Whitewind Sea during the decades leading up to the Great Sea War.

The Red Company of Surveyors still uses as its mark the great seal Yrkyth used when he was head of the household. It’s also said that the company was intimately involved in the creation of Yrkyth’s “Enigma Engine”. The company’s influence considerably declined following Yrkyth’s disappearance in 651 IA, but continues to be known for their accurate navigation charts.

The company’s chart-making workshop is located in Oldtown. Their apprentices work as boy messengers on the Docks, purchasing interesting chart data from docking ship captains. (Some of these apprentices are part of Part 18: Vladaam Drug Running.)

The guild uses a diamond-feather badge (representing the quills of the cartographers, but also having deeper meanings for the Brotherhood of Yrkyth).

XXX

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

  • Proficiency (+2): Cartographer’s tools
  • Equipment: diamond-feather guild badge, Vladaam deot ring

Guildmaster Essetia: Use mage stats, MM p. 347. AC 16 (bracers of defense, ring of protection).

  • Proficiency (+3): cartographer’s tools, Arcana, History, Insight, Persuasion
  • Combat Equipment: wand of magic missile (1d6+1 charges), portion of superior healing, dagger, light crossbow (20 bolts)
  • Magic Items: dust of dryness (x2), scroll of identify, bracers of defense, headband of intellect, ring of protection
  • Other Equipment: backpack, rations (x6), scroll case, spellbook, spell component pouch, pearl (x3, 100 gp each), 100 gp, Vladaam deot ring, diamond-feather guild badge

Cantrips (at will): dancing lights, light, mending
1st level (4 slots): alarm, comprehend languages, detect magic, identify, shield
2nd level (3 slots): detect thoughts, invisibility, web
3rd level (3 slots): clairvoyance, dispel magic, fly

4th level (3 slots): locate creature, stoneskin
5th level (1 slot): bigby’s hand

Surveyor's Headquarters - Oldtown - Ridge Road - Ptolus Map E5

Oldtown
Ridge Road – E5

EXTERIOR

A three-storey, stepped tower. A balcony runs around the perimeter of the third floor. Red and cold banners hang around the circumference of the second floor.

Surveyor's HQ Banners

AREA 1 – ENTRY

A small  writing desk off to one side of the chamber is typically manned by a guildmember who will inquire after the business of anyone entering.

FIRST MAP OF THE GUILD: Hanging on the wall to the left of the entrance there is an old map of Ptolus. A DC 10 Intelligence (History) check can note the major departures from the modern city:

  • Oldtown is nearly in its current state.
  • The Nobles’ Quarter is present, but the estates are smaller and less luxurious.
  • There are no bridges to Rivergate, and there’s only a single large, walled manor there.
  • North of the river, where the Temple District is today, there’s a small cluster of buildings around the Cathedral.
  • There’s an area labeled “Guildsman District” clustered around the top of the ramp leading down to the Docks. (Today, this area would be considered the easternmost part of Midtown.)
  • South of the river, Oldtown seems to spill out off the mesa and into the western reaches of what’s today the South Market, but the buildings don’t even reach as far as Emerald Hill.

CHART OF THE WHITEWIND SEA: Hangs on the wall to the right of the entrance. Clearly archaic. Drawn by the surveyor who founded the Brotherhood of Yrkyth. (The letters of his name have been cleverly crafted to resemble the diamond-feather symbol of the guild.)

AREA 2 – GREAT SEAL OF YRKYTH

The marble floor of this entry chamber is tiled to form the Great Seal of Yrkyth.

AREA 3 – STAIRS UP

These stairs lead up to Area 6 and the door to Area 8.

AREA 4 – GUILD GATHERING HALL

A long, mahogany dining table runs down the center of this room. The benches to either side of it are padded with purple velvet.

FIREPLACE: On the right-hand wall, there’s a large fireplace. It’s cleverly designed to pump heat under the stone bench which lines the curve of the outer wall.

BOOKCASE: Holds journals and logs donated (or purchased) from various ship captains over the past several centuries.

AREA 5 – CHARTMAKER’S ROOM

This room is filled with drafting tables and associated tools. Most of the guildmembers here are engaged in simply copying maps from the guild’s library (Area 6), but occasionally there will be a new map being drafted.

DC 12 Intelligence (Investigation): Among the mapmaking equipment there is a table with financial records.

  • This includes a Tithe Payment of Rent: The boy apprentices of the Red Company of Surveyors are housed in the Vladaam apartments on Crossing Street in Oldtown.
  • GM Note: This is not the apartment building occupied by chaos cultists in Night of Dissolution, but one of the neighboring buildings. See Part 15: Oldtown Apartments.

AREA 6 – MAP LIBRARY

This library contains detailed charts of the Whitewind and Southern Seas, but also maps of Palastan, Cherubar, the Plains of Rhoth, the Sea Kingdoms, Ren Tehoth, the Plains of Panish, the Prustan Peninsula, and even the distant lands of Uraq.

ACCESS: The guild charges 100 gp for access to the map room. There is an additional copying charge per map. (These maps represent valuable commercial intelligence.)

LIBRARY: The library grants a +2 bonus to navigation- and geography-related checks.

TREASURE HUNT: A conjoined DC 16 Intelligence (Investigation) and DC 20 Wisdom (Survival) check requiring 1d6 days per check can allow a researcher to turn up a map to a potentially interesting location.

HIDDEN SWITCHES: There are six hidden switches located around the room. If activated in the correct sequence, they open the 4-ft. thick stone wall leading to Area 7. If activated in an incorrect order, a magical trap is triggered which summons a chain devil and sends a mental alarm to Guildmaster Essetia.

  • DC 10 Intelligence (Investigation): To find one of the six hidden switches.
  • DC 14 Intelligence (Investigation): To find two of the six hidden switches.
  • DC 20 Intelligence (Investigation): To find all six hidden switches.
  • DC 25 Intelligence (Investigation): To realize there’s a trap triggered with an incorrect activation sequence. A second DC 25 Intelligence (Investigation) or a DC 16 Intelligence (Thieves’ Tools) check can determine the correct sequence.

AREA 7 – ENTRANCE TO THE INNER SANCTUM

Lit with red everburning torches, this stairwell hidden within the wall of the guildhouse leads down to Area 1 of the Inner Sanctum.

AREA 8 – GUILDMASTER’S QUARTERS

DOOR – MAGIC MOUTH: A gargoyle on the door will animate and speak to anyone approaching, passing messages to Essetia if she’s inside. If Essetia is not present, the gargoyle will “take a message” and give it to her when she returns.

  • Door (Strong Wood): AC 15, 27 hp, DC 24 Dexterity (Thieves’ Tools)

SITTING AREA: Comfortable chairs with griffon-carved backs and a bed of luxurious feather-down. Large windows look out onto the balcony.

WRITING DESK: The top is closed and locked, requiring a DC 14 Dexterity (Thieves’ Tools) check. The desk contains:

  • Correspondence Regarding the Hand of Malkith
  • Report Concerning the Erthuo/Sadar Affair
  • An engraved box of oak containing a cutting from a tree (papery-thing, silver-grey bark and white wood) and Letter from Essetia to Ulloth.
  • A red pouch containing 150 pp and Letter of Thanks from Godfred Vladaam.

DC 12 Intelligence (Investigation): A chest is hidden under the bed.

  • 469 gp
  • potion of fire shield
  • scrolls (see invisibility, mage hand, feather fall)
  • Oath of the Brotherhood of Yrkyth

IRON COFFER: 10% chance of being present.

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

AREA 9 – GUILDMASTER’S BALCONY

The balcony encircles the entire third floor of the guildhouse. A beautiful view of the city and out across the Whitewind Sea on one side, and across Oldtown towards the Nobles Quarter and the Spire in the other direction.

TRIPODS: There are two tripods set up on this balcony. One contains a sextant, the other a telescope. The guildmark on each of them marks them as creations of the Red Company of Founders (sees Part 11).

Go to Part 14B: Inner Sanctum of the Surveyor’s Guild

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