The Alexandrian

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2nd Floor of the Red Magi Guildhouse

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AREA 11 – LANDING

Stairs curve up and down from this landing. Upon a wooden perch next to the staircase leading up, a clockwork raven sits.

CLOCKWORK RAVEN: Obsidian feathers and ruby eyes. It will turn its head to follow motion and cry out, “Who goes there?” if someone approaches the staircase leading up, but it’s a simple mechanical oddity. It cannot fly nor think.

AREA 12 – UPPER HALL

Two suits of decorative armor bearing the Vladaam heraldic crest on their chests stand at one end of this hall, flanking a door.

Suit of armor with the Vladaam crestGM Background: These suits of animated armor (helmed horror, MM 2024, p. XXX) used to stand at the Front Entrance where the pearl golems now stand. They were created several decades ago by Flambara of Ossyr when the Company of Red Magi was first founded, but their magic has severely decayed. They’ll falsely challenge even legitimate members of the guild, but can be easily be talked out of their challenges.

AREA 13 – ARCHMAGE CRETAI

A blue rug with arcane sigils stitched into it with silver thread fills the floor between a bookcase, a worktable of alchemical equipment, and a comfortable bed.

MEDUSA OF THE RINGS: On the worktable, almost directly opposite the door, there is a porcelain bust of a medusa’s ehad. The porcelain snakes framing her face are animate – writhing and twisting to look at anyone in the room.

  • Rings: Eight of the snakes have beautifully crafted rings threaded onto them. Four are magical: ring of climbing, ring of jumping, ring of protection, ring of sustenance. Four are nonmagical, but very beautiful: a fire opal carved to resemble a basilisk (460 gp); a ring of jagged orange quartz (10 gp); a ring of black metal set with three opals (150 gp); a ring of goldleaf wood (2,500 gp; a pale ivory laced with veins that glitter like gold).

WORKTABLE: Cretai has a pair of goggles of minute seeing. He is attempting to modify the goggles alchemically to produce goggles of true seeing (without needing the arcane puissance to cast a true seeing spell), but his efforts have so far come to naught.

  • A Guidance from Renn Sadar to the Archmage Cretai
  • DM Background: Cretai acts as an agent for Renn Sadar (Ptolus, p. XX). Sadar funnels research abandoned by the Inverted Pyramid as being too dark or too dangerous to the Red Company of Magi through Cretai; Cretai sees to it that the secrets of the Red Company (and also the Vladaams) are fed back to Renn Sadar.

BOOKCASE: Contains lore concerning the Ethereal Plane. Offers a +4 bonus to any related Intelligence checks.

  • Search – DC 14 Intelligence (Investigation): To find an everfull purse hidden in a hollow book.

Ring of Climbing (Uncommon): This ring grants the wearer a climbing speed equal to their normal speed.

Everfull Purse (Rare): This leather belt pouch has the power turn a single gold coin into many overnight. If a single gold piece is placed in the everfull purse at sunset, it will be replaced at sunrise by 25 gold pieces. The purse has no effect if more than one gold piece is left within, or if anything other than gold is placed with in.

AREA 14 – ARCHMAGE VERACK

This room is dominated by a luxurious red-and-gold rug depicting two dragons chasing each others’ tails in orbit around a blazing sunburst. Bookshelves line one wall of the room and a writing desk is positioned under the window.

BOOKS: A detailed and esoteric collection of dragon lore, notably including Lore of the Wyrmhoards in the Mountains of the East, granting advantage to any appropriate knowledge-based Intelligence checks.

WRITING DESK: Empty except for some blank sheets of paper and well-stoppered vials of ink. In one drawer there is a polished silver mirror with a single large crack running through it; the crack is blackened as if it had been caused by an intense flame, but the rest of the mirror is unharmed.

  • DC 16 Intelligence (Arcana): This sort of mirror is used for scrying
  • DC 22 Intelligence (Arcana): This sort of damage would be caused by a scrying spell encountering an overwhelming defense against scrying or an intense source of power.

SEARCH – DC 10 Intelligence (Investigate): There’s a definite layer of dust, a staleness to the sheets, and a general sense of disuse about the room. No one has been living in this room for at least several weeks.

SEARCH – DC 20 Intelligence (Investigate): There’s a hidden compartment under the rug containing:

  • +1 dragon rifle
  • mithril shirt
  • scroll of ray of enfeeblement
  • scroll of finger of death
  • scroll of shocking grasp
  • longsword in a scabbard of black leather with a dragon head of copper at its tip (see below)

SCABBARD – DC 10 Intelligence (Investigate) / DC 24 Wisdom (Perception): The scabbard is longer than the sword it holds. The tip is false and contains a ring of dragonform.

Ring of Dragonform (Rare): Fashioned from copper, this full finger ring is fashioned like a dragon’s claw. Once per day, the wearer may use an action to transform into either a young copper dragon (if the wearer is good) or young red dragon (if the wearer is evil). (A neutral wearer may choose which dragon form they are most akin to, but thereafter can only choose that form when using the ring.) This effect functions as a true polymorph spell.

GM Background: Verack is currently in the Imperial capital city of Trolone engaged in various arcane research.

AREA 15 – BALCONY

The doors from this balcony are arcane locked and have alarms on them (mental alarm, triggered to either Guildmaster Arzan or, for the door to Area 14, the Archmage Verack).

Note: This means that opening the door to Area 14 will effectively NOT trigger an alarm because Verack is too far away to receive it.

AREA 16 – ALIASTER’S SCULPTURES

Glass doors look out onto the balcony (Area 15), in addition to the double doors of oak leading to Area 12 and the small side door to the Apprentice Laboratory (Area 17). There are five pieces of sculpture on marble plinths located around the perimeter of the hall.

BALCONY DOORS: These doors are arcane locked and has an alarm on them (mental alarm, triggered to Guildmaster Arzan).

SCULPTURES: Each sculpture is marked with Aliaster’s arcane sigil. One of the sculptures is signed with the name “Aliaster.” (All of these sculptures were, of course, created by Aliaster Vladaam.)

Aliaster's Arcane Sigil

Aliaster’s Arcane Sigil

SCULPTURE 1: A beautiful, nude maiden has been half exposed from an unfinished chunk of marble which is still half unhewn and rough. Her hair, which hangs down over her face (obscuring her visage entirely), is of elfin gold (flexible and pliant) and possessed of an enchantment which causes it to stir slightly as if caught in the breeze.

Every few minutes, the “breeze” picks up, causing the hair to sweep aside and reveal – for only the briefest of moments – the hideous, demonic, skull-like visage of the maiden’s face.

SCULPTURE 2: A massive, muscular arm thrusts up from the surface of the plinth. If anyone draws near, the arm will reach out plaintively towards them.

SCULPTURE 3: A simple bust of white stone, depicting the thoughtful visage of a beautiful woman. The plinth is labeled “Flambara, the Eternal Flame of My Heart.” (Use Philippe Faraut’s Guardian as a visual reference.)

SCULPTURE 4: Another simple bust of white stone, this one labeled “Nulara Aretari.” (Use Philippe Faraut’s Child of Senegal for visual reference.)

SCULPTURE 5: A sculpture of an ent sitting upon a rotting log, looking down in enigmatic thought upon the splayed body of a dead dryad. The ent’s leaves are enchanted so that they sway gently in an unseen wind.

AREA 17 – APPRENTICE LABORATORY

Multiple tables filled with a chaotic assortment of equipment and tools fill the walls and center of this room.

APPRENTICE WORK: The apprentices are currently being instructed on feather tokens. There is a completed anchor feather token and partially finished anchor feather token, bird feather token, and whip feather token.

There’s approximately 4,000 gp worth of miscellaneous equipment. Of particular note are two vials of universal solvent.

DM Background: This laboratory is used by the Vladaam Mages and Researchers. The Archmages and Guildmaster instruct them here or them crank out minor magical items according to the Guild’s needs.

AREA 18 – ARCHMAGES IMOGEN & ALDWYCK

A utilitarian chamber with two modest beds against opposite walls, flanking a pair of matching worktables. Next to one of the worktables is the partially constructed form of an iron statue. Its head lies on the table next to it.

FIRST WORKTABLE – IRON STATUE: This is actually a partially completed iron golem. Aldwyck is attempting to complete it in order to impress the other Archmages, but he’s bitten off more than he’s actually capable of.

  • Iron Head: The head will blink and turn to look at anyone approaching the table. It will attempt to form words, but can say nothing.
  • On the Table: An incomplete iron golem manual. It includes a copy of the cloudkill spell and would have a market value of 6,000 gp.

SECOND WORKTABLE: A +2 battleaxe of dwarven make lies on the table. The enchantments on it, however, have been dissected and splayed out using ethereal pinions – glowing beams of blue energy stretch tautly between the pinions and the waraxe.

  • Removing Pinions: Removing the pinions without disrupting the axe’s enchantments requires a DC 25 Intelligence (Arcana) check. Proficiency with Smith’s Tools grants a +5 bonus on this check. On a failure, the battleaxe is destroyed (rendering it a mundane weapon). Tool proficiency
  • Battleaxe: The battleaxe originates from the forges of Dwarvenhearth.

SEARCH – DC 12 Intelligence (Investigation): There’s a polished silver mirror worth 1,000 gp under the pillows on one of the beds.

  • DC 18 Intelligence (Arcana): This is a scrying

DM Background: Imogen and Aldwyck are lovers. They are also the two newest archmages among the Red Magi.

AREA 19 – APPRENTICE BUNKS & DINING HALL

This room serves as basically a boarding house for all of the Vladaam Mages and Vladaam Researchers in the guild.

The walls of this chamber are lined with bunk beds that are four high. A large table and rickety-looking chairs fill the middle of the room. The table is covered in dirty dishes in various phases of filth and vaguely organic growth.

BUNK BEDS: A total of twenty-four berths in six stacks of four-high bunk beds.

TREASURE: Secreted under mattresses, lying around on small side tables, kicked into a corner.

  • large steel shield +1
  • a fancy cloak of silver wolf fur (110 gp)
  • ivory and silver carving service (310 gp)
  • ornamental silver inkpot with blue quartz gems (100 gp)
  • silver locket with platinum filigree depicting a rose (90 gp)
  • pouch containing 199 pp
  • potion of levitate (cursed; the possessor must eat twice as much as normal for a fortnight)
  • a violet spinel (600 gp)

AREA 20 – LIBRARY & ARCANE CIRCLE

The library is well-stocked with arcane lore. Studies in this library benefit from a +2 bonus to Intelligence (Arcana) checks.

BOOKS: In addition to a copy of Hate of the Cobra, the library contains copies of the following chaos lorebooks:

  • Lore of the Demon Court
  • Mouth of the Void
  • The Writhing Obelisk
  • The Earthbound Demons
  • The Magi of Chaos
  • Book of the Elder Brood: Akop

ARCANE CIRCLE: Spells cast within the arcane circle are treated as if they had been cast with a spell slot one level higher than the one used by their caster.

AREA 21 – REAR BALCONY

This area is surprisingly poorly guarded.

AREA 22 – ARCHMAGE TIANT

This room dances to the tune of the many multi-colored magical flames which fill it: A huge pit of blue fire that shifts to purple and then to red and then to yellow and back around again fills the center of the chamber. Candle-less candelabras jut out from the wall, while other flames go cavorting around and through the jumbled cascade of magicl equipment, books, and haphazard worktables.

Map of two floors of the Red Magi TowerIRON LADDER: Leads up to a trapdoor in the ceiling about 20 feet up.

WORKTABLES – DC 20 Wisdom (Perception): To notice that the top of one of the worktables has a concealed key hole (DC 22 Dexterity (thieves’ tools)). If unlocked, the tabletop can be lifted to reveal a hidden storage chamber containing:

  • Liquid Pain (12 doses) and Letter from Gattara to Tiant
  • GM Background: Tiant and Gattara are occasional lovers.

WORKTABLE – DC 20 Intelligence (Arcana): To recognize that Tiant is currently creating a staff of fire. Unusually, he appears to be hollowing out the core of the staff and inscribing it with alchemical sigils linked by arcane runes.

  • GM Background: Tiant plans to fill the hollow core of the staff of fire with liquid pain, resulting in a the spells inside the staff being cast with a +2 spell slot level.

SEARCH – DC 18 Intelligence (Investigation): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

AREA 23 – TOWER ROOF

A large apparatus of contorted metal and brass tubing has been erected on the roof.

APPARATUS – DC 15 Intelligence (Arcana): This is an etheric monitoring device. It maintains a connection with the Ethereal Plane and can be used to peer or scry into that plane.

AREA 24 – BASEMENT

A mummified corpse has been shackled to a wooden table in the corner of the basement. The rest of the room is piled high with an assortment of junk.

Red Magi BasementJUNK:

  • a chest with a broken lid
  • decayed clothing
  • a jar of dead flies
  • an alchemist’s kit (useless from age)
  • a small ivory figurine that has been defaced past recognition
  • wicker baskets with ripped out bottoms

MUMMY: The mummified corpse, however, is an actual mummy. Once part of some experiment, it was secured and then discarded down here with the rest of the junk.

Go to Part 13D: Red Magi Handouts

Red Company of Magi - 1st Floor Map

Go to Red Company of Magi

AREA 1 – ENTRY HALL

The white marble floor of the entry hall is perforated with dozens of tiny holes.

PRESTIDIGITATION HALL: Anyone stepping onto the floor of this room will have dirt, grime, blood, or other filth sloughed off their bodies due to a permanent prestidigitation effect. The filth disappears down the holes in the floor.

AREA 2 – MAIN HALL

A cross-shaped crimson carpet runs across the width and breadth of this large hall, with one leg crossing from Area 1 to Area 9 and the other leg running from a pair of double doors flanked by statues (leading to Area 6). On the wall opposite the statues, a golden disc has been inlaid in the floor.

CARPET OF SERPENTS: The red carpet is embroidered with four snakes which twist and twine around each other. Any Red Magi can speak a command word which will cause the snakes in the carpet to become animate as fiendish giant constrictor snakes.

Fiendish Constrictors: Use giant constrictor snake stats (MM 2024, p. 351) with the following abilities:

  • Devil’s Sight: The fiendish constrictor has darkvision 60 ft. which is not impeded by magical darkness.
  • Damage Resistance Cold, Fire; Nonmagical Attacks That Aren’t Silvered
  • Magic Resistance: The fiendish constrictor has advantage on saving throws against spells and other magical effects.
  • Fiendish Fangs: Bite attack is considered a magical weapon.

STATUES: One statue is of a strong, muscular man and purports to depict Vladaam, the founder of House Vladaam. The other depicts a beautiful woman in swirling robes holding an orb which glows with a faint blue light. This second statue has a plaque naming the woman Flambara of Ossyr.

  • DC 16 Intelligence (History): Ossyr is the name of what was once one of the small Sea Kingdoms.
  • GM Background: Flambara founded the Red Company of Magi with Aliaster in 691 IA and was his mistress. She was assassinated in 698 IA.

GOLDEN DISC: This disc displays an embossed map of the Empire, including the Whitewind and Southern Seas.

  • True Seeing: Anyone looking at the disc with a see invisibility or true seeing effect will see small, glowing points of light which indicate the physical location of anyone carrying the badge of the Red Magi. Anyone touching the disc and naming someone with a Red Magi tattoo can contact them as per a sending spell and receive a response in return. Use of the disc while casting scrying on Red Magi causes inflicts a -5 penalty on their Will save against the scrying.
  • Inscription: Engraved in an elegant script of Draconic around the perimeter of the disc. “A gift from the Red Company of Surveyors to our Brothers in the True Pursuit. Let us hold and send forth the eye of all knowledge.”

AREA 3 – DINING HALL

A well-worn dining hall.

CABINETS: Contain dishes, glasses, and silverware. All of that is normal, but the cabinets themselves are magical: If they are opened, telekinesis effects will set the table with a number of place settings equal to the number of people currently in the room.

CHEST OF SUSTENANCE: A simple cantrip on the large chest under the window on the south wall keeps food placed within it fresh.

AREA 4 – SUPPLY CLOSET

Contains alchemist’s supplies and spell components.

SPELL COMPONENTS: A generous supply for any spell of 5th level or below, including:

  • 100 gp pearls for identify (x12)
  • lead-based ink for illusory script (100 gp worth)
  • diamond dust for stoneskin and nondetection (1,500 gp worth)
  • gold dust for arcane lock (300 gp worth)
  • ruby dust for continual flame (600 gp worth)
  • jade dust for magic mouth (100 gp worth)
  • gilded skull for summon undead (300 gp)
  • crushed black pearl powder for circle of death (1,000 gp worth)

AREA 5 – KITCHEN

A perfectly ordinary, well-stocked kitchen.

CELLAR DOOR: Trap door in the floor leads down to Area 24.

GM Background: The Red Magi keep trying to convince Madame Hammala (their cook and housekeeper) to let them “improve” the kitchen with various magical accoutrements. She refuses.

AREA 6 – GUILDHALL

A life-size jade statue of Kharos, God of Magic stands at the end of the hall before several rows of pews. It holds a tri-forked wand in his left hand and cradles a silver cat in the crook of his right arm. A crackling disc of blue energy three feet across stands directly in front of the statue. A basin stands in one corner of the room.

  • DC 15 Wisdom: The cat is actually made from mithril and is worth 10,000 gp.

DISC OF BLUE ENERGY: A permanent floating disk on the floor in front Kharos’ statue. Anyone stepping on the disk will cause it to float 3 feet into the air.

  • GM Background: Guild members will step onto the disk and become elevated while they speak to their fellow Red Magi.

BASIN OF WATER: A small basin filled with crystal clear water stands in the corner of the room. The basin is formed from the open mouth of a gaping, stylized dragon. It will purify any water placed within it, as per a purify food and water spell.

  • GM Background: During guild meetings, members will ceremonially wash their face and hands at this basin before taking their seats.

AREA 7 – ARCHMAGE USTALLO

A long workbench stands along the western wall next to a low-slung divan with a hookah stand beside it. Several chests sit below the curve of the wall opposite. Two long bookshelves meet in the corner of the room beneath two paintings — one depicting a black dragon; the other a white dragon.

HOOKAH: Has 6 doses of abyss dust.

  • GM Background: Ustallo is not yet addicted, but he does enjoy it.

PAINTINGS: DC 14 Intelligence (History) to recognize them as the work of Hashi, a very popular painter in the 620’s. They belong to a longer sequence known as the Chromatic Lightning, which features depictions of every type of dragon, each flying in a thunderstorm. Each painting is worth 500 gp.

BOOKS: An extensive research library on humanoid physiology. Grants advantage to diagnostic Heal checks.

SEARCH – DC 18 Wisdom (Perception): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

GM Background: Archmage Ustallo also works as Guildmaster Arzan’s personal assistant.

AREA 8 – GUILDMASTER ARZAN

ALCHEMICAL LAB: A bubbling array of glass, copper, and alchemical concoctions are arrayed across two tables which fill the far wall of the chamber.

  • There are notes detailing an effort to create an improved antitoxin (which would grant advantage to saving throws against poison for 1 day) based on a synthesis of chemicals found in the sting glands of a wyvern.
  • DC 25 Intelligence (Alchemist’s Supplies): The entire approach is inherently flawed and was first tried by the Master Alchemist Tirnet Kal several centuries ago (although this is only detailed in obscure partial quotations from the Observations of Alchemical Reductions and the Deductions Therof, a book that was lost several centuries ago). (This check is made with a +10 bonus if the character has studied a copy of this lost work, which is available in the Complex of Zombies.)

DESK: A massive, curved desk with a high-backed chair of red velvet topped with a gold-gilted dragon stands before a broad window looking out across the front lawn of the manse.

  • On the desktop are Reports from the Researchers on Crossing Street (see handouts).
  • SEARCH – DC 12 Wisdom (Perception): A false bottom to one of the drawers contains an iron lockbox (DC 16 Dexterity (Thieves’ Tools)). It contains 60 gp, an alexandrite (300 gp), a chrysoprase (20 gp), a white opal (6,000 gp), a red-brown spinel (80 gp), a moss agate (11 gp), and a violet garnet (800 gp).

FIRETHORN BONSAI: On a decorative table in the corner near the window, there is a bonsai tree with small, dark red fruits. This is a firethorn bonsai. At night, the fruits have the appearance of being on fire.

  • GM Background: This tree was taken from a cutting of the firethorn tree on the front lawn of the manse.

SEARCH – DC 18 Wisdom (Perception): To detect a section of the wall brimming with magical potential. Pressing firmly against this magical potential causes a section of the wall to transform into a large, comfortable bed. Pressing the wall above the bed’s headboard causes the bed to re-merge with the wall.

AREA 9 – RESPITE UNDER THE STAIR

A circular table with a scarred surface and several equally well-worn chairs are gathered in the corner of the open room at the base of some stairs heading up. A silver pitcher with a mouth formed like the head of a swan sits in the middle of the table, surrounded by some wooden cups.

SILVER EWER: Magically enchanted so that it is always full of a sweet, strawberry-tinted mead.

BROKEN BOOKCASE: Stored back behind the stairs.

AREA 10 – THE LOWER TOWER

Several large crates have been stacked at the base of a spiral staircase of white sandstone.

CRATES: Contain three set of alchemist’s supplies and 20,000 gp worth of material for creating magical items.

Go to Part 13C: Magi Guildhouse – 2nd Floor

Map of the Guildhouse of the Red Company of Magi

Go to Table of Contents

The Red Company of Magi is a wizard’s guild directly under the control of Aliaster Vladaam. Although relatively small by some standards, in the shadow of the Inverted Pyramid, the Red Company of Magi is one of the largest groups of organized spellcrafting in Ptolus.

The group is ostensibly dedicated to research, but the junior members of the company are deeply enmeshed into the illegal activities of the Vladaam family (providing arcane might where and when it’s necessary). The company’s dedication to research is not entirely a sham, however: The senior members of the company – referred to as “Archmages” – are often pursuing arcane research.

IMPERIUMS

Any Archmage (including Aliaster) can issue an “imperium” to a junior guild member which they must obey.

This concept, however, is also a broader invocation of the lines of authority that exist within the guild: One who has “imperium” over another in either a specific field of study; their mastery of the arcane arts; or within the guild hierarchy itself. It’s a core philosophical underpinning of the Red Magi which dates back to Flambara.

GUILD MEMBERSHIP

GUILDMASTER ARZAN

ARCHMAGES (7)

  • Verack (out of town)
  • Cretai
  • Ustallo
  • Tiant
  • Imogen
  • Aldyck
  • Arawa (keeps a house in Rivergate)

VLADAAM MAGES (15)

  • 4 at Red Company of Magi
  • 3 at Curse Dens
  • 1 at Red Company of Fletchers (Part 10: Dreadwood Grove)
  • 2 at Red Company of Goldsmiths (night guards)
  • 3 on Slave Trade Ships
  • 2 at Slave Trade Warehouse

VLADAAM RESEARCHERS (8)

  • 4 at Red Company of Magi
  • 4 at Oldtown Apartments

DENIZENS – RED COMPANY OF MAGI

GUILD GATHERING: 10% chance that the entire guild (+5 Vladaam Mages, +2 Vladaam Researchers) are present in Area 6 for a guild meeting.

DENIZENS - ARCHMAGESLocation
Guildmaster Arzan1Area 8 (75%) or Area 20
Archmage Cretai1,2Area 13 (75%) or Area 9
Archmage Ustallo1Area 7 (75%) or Area 20
Archmage Tiant1Area 11 (90%) or Area 3
Archmage Imogen1Area 18 (50%) or Area 16
Archmage Aldwyck1Area 18 (50%) or Area 3
Archmage Araawa3Area 8 (25%) or Area 3
DENIZENSLocation
Vladaam MageArea 2 (50%) or Area 7
Vladaam MageArea 3 (50%) or Area 7
2 Vladaam MagesArea 9 (50%) or Area 7
2 Vladaam ResearchersArea 3 (50%) or Area 7
2 Vladaam ResearchersArea 19 (50%) or Area 7
WON'T COME UNLESS CALLEDLocation
Pearl Golems (x2)Front Entrance
Fiendish Snakes (x4)Area 2
Animated Armor (x2)Area 12

1 Any given archmage has a 75% chance of being present.
2 50% chance that Archmage Cretai is intoxicated on abyss dust.
3 25% chance that Archmage Arawa is present.

Vladaam Mage: Use mage stats, MM 2014, p. 347.

Vladaam Researcher: Use acolyte stats, MM 2014, p. 342.

Archmages: See Volo’s Guide to Monsters.

GUILDMASTER ARZAN

Guildmaster Arzan: Use archmage stats, MM 2014, p. 342.

  • Lawful Evil
  • AC 15 (18 with mage armor)
  • Languages: Common, Old Prustan, Draconic, Elvish, Elder Elvish, Orcish
  • War Caster: Arzan has practiced casting spells in the midst of combat. He gains advantage on Constitution saving throws to maintain concentration on a spell when taking damage. He can perform somatic components of spells even when he has a weapon or shield in one or both hands. When a hostile creature provokes an attack of opportunity from Arzan, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. (The spell must have a casting time of 1 action and must target only that creature.

Combat Equipment

  • potion of healing (superior)
  • wand of magic missiles
  • scrolls: cone of cold (7th level), dispel magic, polymorph, wall of ice

Other Possessions: bracers of defensering of protection, cane, hand crossbow (20 bolts), scroll case, diamond dust (250 gp), 100 gp pearl (x2), 100 gp, Vladaam deot ring, Red Magi tattoo

Oldtown
End Street – C8

EXTERIOR

The view from the guildhouse is beautiful, directly off the edge of Dalen’s Cliffs and out across the vast expanse of southern grasslands.

MANSE: The manse itself is built of pale blue stone.

YARD: The yard is planted with ghost grass – a pale, translucent grass of remarkable strength. (A shirt woven from properly treated ghost grass is as protective as a chain shirt.)

JADE ROSES: The path leading from the street to the front of the manse is lined with jade rose bushes. (Jade roses are a dark green in color and the petals of the bloom are as hard as the stone from which they take their name.)

FIRETHORN TREE: A single tree stands a few dozen paces from End Street (as shown on the street map). At night, the small, dark red fruits of the tree had the appearance of being on fire (due to the magical evolution of the tree itself).

FRONT ENTRANCE

The front doors, located beneath an upper balcony (Area 15), are flanked to either side by a pearl golem. Each golem has the appearance of Guildmaster Arzan, except that the face is a flat, blank, polished plane.

GUILDMASTER’S EYES: These golems are synced with the current guildmaster. By uttering a command word, they can look through either or both of the golems’ eyes. When he does so, his features replace their blank faces.

Go to Part 13B: Magi Guildhouse – 1st Floor

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. 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).

DENIZENSLocation
Guildmaster Essetia1st Floor (25%), Area 8 (25%), Inner Sanctum (10%), or not present
2d6 Chartmakers1st Floor
Captain of the Iron FleetArea 4 (10%)

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 gold 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

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

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