Contents
- 1IntroductionâA Collection of Heists
- 2The Murkmire Malevolence
- 3The Stygian Gambit
- 4Reach for the Stars
- 5Prisoner 13
- 6Tockworth's Clockworks
- 7Masterpiece Imbroglio
- 8Axe from the Grave
- 9Vidorant's Vault
- 10Shard of the Accursed
- 11Heart of Ashes
- 12Affair on the Concordant Express
- 13Party at Paliset Hall
- 14Fire and Darkness
- 15Credits
Masterpiece Imbroglio
An Adventure for 5th-Level Characters
A group of scholars and sages known as the Cognoscenti Esoterica recently purchased a painting of Constantori, a famous courtier rumored to once have been the most beautiful man alive. The portrait supposedly has occult properties, but before the sages could study it, the painting was stolen by the Agile Hand, a thieves' guild. In this adventure, the characters must retrieve the portrait of Constantori from the Agile Hand's guildhouse and return it to Adrisa Carimorte, a member of the Cognoscenti Esoterica.
[image: Two adventurers hide from a guard outside the guildhouse of the Agile Hand]
Adventure Background
The Cognoscenti Esoterica collects obscure objects of curious origin and historical significance. The group's interests focus on items owned by powerful and popular individuals speculated to maintain covert ties with occult or nefarious organizations. Serious academics often write off the Cognoscenti Esoterica as charlatans or pranksters, and with good reason: the Cognoscenti rarely collect enough evidence to support their outlandish claims. Still, the organization occasionally stumbles upon something of true significance.
Recently the group acquired a magical painting known as Constantori's Portrait, a work reputed to depict one of the most beautiful men who ever lived. The group spent a small fortune acquiring the painting and prepared to host a debate over its cultural significance, the aesthetics of masculine beauty, and its influence on society. They also planned to research the portrait's magical properties (see the end of this adventure for a x).
The day after the debate was announced, a small team of Agile Hand thieves raided the Cognoscenti's vaults. The thieves slew three guards during the theft, then fled with the painting. Word has spread that the Agile Hand plans to fence the portrait in the next three days.
During the robbery, Cognoscenti guards captured a lookout working with the thieves. This captive is willing to trade information for his freedom.
The Cognoscenti Esoterica distrusts the authorities and doesn't wish to report the theft. Instead, the organization seeks skilled adventurers to recover the painting.
Adventure Hooks
If you're not using the Golden Vault as a patron (see "Using the Golden Vault" below), you can use any of the following hooks to help motivate the characters:
- A Favor Owed. The characters either owe someone in the Cognoscenti Esoterica a favor or seek the counsel of one of its members. Upon arrival, this individual might request that the characters retrieve Constantori's Portrait to repay the individual's patronage or for mutual benefit.
- Knowledge Sought. The characters have prior reason to find the portrait or seek knowledge they believe someone in the Cognoscenti Esoterica possesses. However, the knowledge actually resides in Constantori's Portrait.
- Strike a Blow. One or more characters have clashed with the Agile Hand in the past and want to strike a blow against the troublesome thieves' guild.
Using the Golden Vault
If you're using the Golden Vault as a patron, a golden key is delivered to the characters in whatever manner you deem fit. When the characters use this key to open their music box, the lid pops open and a soothing voice says the following:
Closing the music box causes the golden key to vanish.
A coach pulled by two black horses arrives not long after the key vanishes. The coach driver, a cheerful woman, invites the characters to climb aboard and delivers them safely to Adrisa if they accept the ride.
Barn Visit
Read or paraphrase the following if the characters choose to meet with Adrisa Carimorte:
Adrisa Carimorte (neutral, human mage) is an influential member of the Cognoscenti Esoterica. If the characters turn down the offer, Adrisa has the coach driver return them whence they came. If the characters express interest in the job, Adrisa escorts them into the barn, which the Cognoscenti Esoterica sometimes uses as a warehouse and secret meeting place. The barn has magical wards that thwart all attempts to magically scry on its interior, as well as other wards Adrisa temporarily deactivated.
Adrisa leads the characters up a ladder to the barn's loft. Once everyone is in the loft, read or paraphrase the following:
The man tied to the chair is Grinky Brithwort (neutral evil, human bandit). He was captured during the theft of Constantori's Portrait and has useful information about the Agile Hand and its headquartersâinformation the characters can use to help plan their heist.
Grinky's Deal
Grinky has been associated with the Agile Hand for years. During the theft of Constantori's Portrait, Grinky's job was to watch for guards. He was caught and given to Adrisa for questioning. Adrisa has offered to release Grinky in exchange for his help.
What Grinky Knows
Adrisa gives the characters a chance to question Grinky. During this conversation, Grinky shares the following true information:
- Guildmaster Dusk. "Guildmaster Dusk leads the Agile Hand. She's a trained assassin with powerful political connections."
- Getting Inside. "The windows of the guildhouse are boarded up, and its doors are usually locked. At least three guild members have master keys to the doors: Guildmaster Dusk; Elix the Saint, one of Dusk's lieutenants; and Jaymont the Sinner, the guild's resident spy. The master of ravens, Gwish, might have a key as well. If you want to get your hands on a master key, your best bet is to snatch it from Elix the Saint, who frequents a seedy tavern called the Tipsy Tankard."
- Guildhouse Guards. "By late evening, most guild members have gone to sleep. Senior guild members bully lower-ranking guild members into taking the late-night shifts."
- Guild Membership. "Dusk isn't accepting new guild members right now. I've been working for the guild since I was a kid, and I'm still not a ranking member."
- Portrait's Location. "I don't know where the portrait is, but I'm guessing it's either in Guildmaster Dusk's quarters, which are on the second floor of the guildhouse's tower, or hidden in the basement, where new guild members are trained."
- Supply Deliveries. "Supplies are sometimes delivered to the guildhouse by riders on horseback or by mule-drawn cart. All supplies are received and inspected by Laris Drot, the stablemaster, at the livery stables."
What Adrisa Knows
After the characters question Grinky, they can ask Adrisa questions about the Agile Hand or Constantori's Portrait. She knows the following:
- Guildmaster Dusk. "Everyone seems to ignore the activities of Dusk and her guild. Larceny is the Agile Hand's specialty, but Dusk uses blackmail, extortion, threats of violence, and whatever else it takes to keep her enemies at bay."
- Portrait Lore. "The portrait is the work of famed artist Dkesii Kwan and was commissioned by the late Daiyani Grysthorn, a grand dame in the criminal underworld. The painting is sentient and was made to eavesdrop on conversations and pass along secrets to its owner. Like its beautiful subject, the painting is notoriously vain."
- Sense of Urgency. "It's likely that the Agile Hand has a buyer for the painting. Therefore, it's vital you recover it as quickly as possible before it ends up in an even more secure location."
Planning the Heist
The characters' goals are simple: locate the portrait and return it safely to the Cognoscenti Esoterica.
Grinky's Map
Grinky furnished Adrisa with a sketched map of the Agile Hand's guildhouse (see map 6.1). Adrisa gives Grinky's map to the characters.
Grinky is neither well informed nor a high-ranking member of the Agile Hand. Consequently, his map contains inaccuracies, such as the following:
- Grinky's guesses as to where Dusk stored the painting are wrong.
- Grinky's map is missing the topmost level of the tower, where the painting is kept (x on map 6.2).
Elix the Saint
Characters can obtain one of the guildhouse's master keys from Elix the Saint (lawful evil, human bandit captain), a high-ranking member of the Agile Hand and one of Guildmaster Dusk's more capable lieutenants. After questioning Grinky, the characters should know that Elix the Saint frequents a tavern called the Tipsy Tankard, which is about a 45-minute walk from the guildhouse. He travels there alone because he likes to flirt with a bartender named Karyssa (neutral, human commoner).
Elix usually leaves the guildhouse at sundown and returns by midnight. Characters can approach him during this interval and take his master key by force or snatch it from him without his knowledge. As an action, a character within reach of Elix can try to snatch the key from his pocket, doing so with a successful DC 10 Dexterity (Sleight of Hand) check. If the attempt is made in a crowded place where others might notice the theft, increase the DC by 5.
Elix would sooner die than betray Guildmaster Dusk, although a suggestion spell or other coercive magic can wring information from him. For example, he knows where Constantori's Portrait is being kept (on the tower's third floor, above Guildmaster Dusk's private quarters).
Clever characters can steal Elix's identity as well as his key. If Elix is either detained or disposed of, a character can use magic (for example, alter self or disguise self) to mimic his appearance. A disguise kit can also help perpetrate such a ruse. In this form, a character can search most of the guildhouse without inviting altercations.
If Elix the Saint doesn't return to the guildhouse by midnight, the lookouts on watch assume he had too much to drink and either passed out in a field or got thrown in jail for brawling. His failure to return won't cause alarm.
Magical Surveillance
Characters can use invisibility spells to approach and observe the guildhouse without being seen. They can also use a locate object spell to pinpoint the painting's location (x on map 6.2). If they don't have access to such magic, they can request Adrisa's help. Within a day, she can obtain a spell scroll of locate object for them.
The characters might have access to other magic that can help with surveillance, such as the clairvoyance spell. A wizard's familiar can slip inside the guildhouse without attracting too much attention, as can a druid using Wild Shape to assume the form of a stray cat or some other common animal.
[image: Map 6.1: Players' Map]
Agile Hand Guildhouse
The Agile Hand's guildhouse is situated at the end of a winding, cobbled street that runs parallel to a small river. The back of the stables faces a grassy embankment scattered with mulberry trees.
The guildhouse is a wooden complex consisting of a main building with an adjoining tower and basement, as well as a livery area that includes stables, an office, and quarters for paying visitors.
General Features
Recurring features of the guildhouse are described in the following sections.
Doors
Doors in the guildhouse complex are locked unless otherwise noted. Some individuals have keys to specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex.
As an action, a character can use thieves' tools to try to open a locked door, doing so with a successful DC 15 Dexterity check, or force open the door with a successful DC 15 Strength (Athletics) check. Each door has AC 15, 18 hit points, and immunity to poison and psychic damage.
Secret Doors
A secret door blends in perfectly with the wall that surrounds it. A character who uses an action to examine a stretch of wall can make a DC 15 Wisdom (Perception) check, finding any secret door hidden there on a success. The guildhouse complex's secret doors have well-oiled hinges, allowing them to be opened and closed quietly.
Floors
The upper floors, stable loft, and porches are unlacquered hardwood planks. Rough, splintery, and slightly warped with age, these floors creak when walked on. Characters make any ability checks to move stealthily on the upper floors at disadvantage. The ground floor is paved with slate tiles, except the stable, which is hard-packed dirt. The basement is cobblestone.
Light
The stables are unlit. During the day, light filters in from the entrances and through cracks in the plank walls, filling the area with dim light.
The rest of the guildhouse complex is filled with bright light during the day, either from lanterns or the sun. At night, rooms and hallways are dimly lit by low-burning lanterns.
Guild members carry light sources with them when they descend into the basement, which is unlit.
Walls
The exterior walls are made of wood. The interior walls are plastered lath, making them relatively soundproof. The basement walls are made of clay bricks braced at regular intervals by thick, rough-cut wooden beams.
Windows
Most of the guildhouse complex's windows are boarded up (except the ones in x), but tiny cracks between the boards allow creatures to peer through. Prying away the boards is relatively easy, but doing so quietly requires a successful DC 13 Dexterity (Stealth) check.
Guild Member Names
If you need a name for a low- or mid-ranked member of the Agile Hand, pick one from the following list:
High Alert
If a situation arises that puts the guildhouse on high alert, a task force assembles to deal with the threat. This force is summarized in the Guild Task Force table. Subtract any individuals who have already been neutralized.
Guild Task Force
| Creature | Location |
|---|---|
| Guildmaster Dusk (assassin) | x |
| Gwish (oni) | x |
| Jaymont the Sinner (doppelganger) | x |
| Elix the Saint (bandit captain) | x |
| 3 bandits | One each from x, x, and x |
| 3 thugs | One from x and two from x |
Guildhouse Locations
The following locations are keyed to map 6.2.
G1: Front Porch
Any character who approaches the porch in plain view is spotted by the bandit on the south balcony (x), who calls out, "Hey, you, get lost! Can't you read the signs?" If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high alert, then shoots a crossbow bolt into the ground near the character's feet as a final warning.
Drop Box
The staircase in front of the double door to x has a loose plank near the top. This plank conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a piece of parchment that transfers ownership of two horses to Guildmaster Dusk.
G2a: Livery Stables
The stalls contain ten riding horses.
Cart
The dung-filled cart is a fire hazard. If the cart is pushed against a wall and set ablaze, the fire quickly spreads to the loft and ignites the hay there. After 1 minute, the smoke and panic of the horses put the guildhouse on high alert.
Fire
The Agile Hand isn't equipped to stop a fire that starts in the barn. Such a fire takes 1 minute to spread throughout the structure. After that, the fire moves 5 feet westward each minute until the whole east building is engulfed. After 5 minutes, the building collapses, and the stairs to the basement are buried in flaming debris. The west building is spared.
Ladders
A wooden ladder in each corner stall ascends to a trapdoor that leads to the hayloft (area G2b). The trapdoors are unlocked.
G2b: Hayloft
The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad, square loading doors open in the north and south walls, each fitted with block-and-tackle rigs for hoisting hay bales and other supplies into the loft. Hay bales and burlap sacks stuffed with feed grains take up most of the space. A few pitchforks, ropes, and feed buckets lie scattered about the bales.
Stable Hand
A young stable hand named Needly Pitts (neutral, human commoner) lazes in the loft, supposedly guarding against horse thieves. He has nodded off but wakes if characters disturb the horses, make too much noise in the barn, or start a fire. In the event of trouble, Needly bangs a metal pail and yells for the stablemaster (see x), who takes 1 minute to arrive.
G3: Staircase
The door at the top of the stairs is unlocked and opens into x.
Jaymont the Sinner
The figure on the steps is Jaymont the Sinner, a doppelganger disguised as a drunken guest. Only Guildmaster Dusk knows Jaymont's true nature. The doppelganger pretends to be asleep, but a character can discern that it's awake with a successful DC 15 Wisdom (Insight) check. Jaymont doesn't start fights it knows it can't win and allows intruders to pass by. When the intruders are gone, Jaymont taps three times on the staircase wall to alert Gwish in x, then slinks away to alert Guildmaster Dusk in x.
Master Key
Jaymont carries a master key that unlocks all doors in the guildhouse complex.
G4: Cartwright's Workshop
The shop has two access points: the stables to the east and a door to the west that leads to x.
Treasure
Characters can assemble one set of leatherworker's tools from the tools stored here.
G5: Livery Office
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be made in the stables for a traveler's mount at a cost of 1 sp per night.
Coin Box
Tucked behind the counter is a wooden coin box with a copper clasp. A character who inspects the coin box before opening it notices a row of tiny pinholes in the lid. The coin box contains 15 cp and 11 sp, as well as a spider.
Keys
The two keys hanging on the wall unlock the doors to areas x and x, respectively.
Secret Door
A secret door in the office's back wall leads to x.
G6: Basement Staircase
The stairs descend 15 feet to x.
G7: Service Entrance
Guild members store their riding gear here. A search of the room yields nothing of great value.
G8: Courtyard
The well is 30 feet deep and has fresh water filling its bottom 5 feet. The well's winch and rope are sturdy enough to bear 250 pounds of weight.
G9: Conference Room
Guildmaster Dusk holds meetings here.
G10: Main Hall
Visitors who try to enter this hall through the north door must contend with a trap.
Back-Door Trap
The northernmost door has a "No Trespassers!" sign hanging on the outside of it and is nailed shut on the inside (a fact not discernible from the outside). As an action, a character can try to force open the door using brute strength, doing so with a successful DC 13 Strength (Athletics) check. Breaking down the door puts the guildhouse on high alert unless a silence spell or similar magic is used to muffle the noise.
A character who searches the door for traps can make a DC 12 Wisdom (Perception) check. If the check is successful, the character notices that the doorknob is loose and attached to a vial of poison gas hidden in the door itself. As an action, a character can try to disable the trap using thieves' tools, doing so with a successful DC 15 Dexterity check.
Unless the trap is disabled, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced open. Each creature in the trap's area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 16 (3d10) poison damage and is poisoned for 1 minute; on a successful save, the creature takes half as much damage and isn't poisoned. The trap can be triggered only once.
Entering the Hall
Use the following boxed text to describe the hallway:
The stairs climb 15 feet to x.
G11: Kitchen
The kitchen contains nothing of great value.
G12: Parlor
The four guild members have been drinking and playing card games. The motley crew consists of three thugs and one gladiator. The thugs are poisoned and unconscious, while the gladiator is merely poisoned and spoiling for a fight. The unconscious condition ends on a thug who is wounded, knocked out of their chair, or splashed with a pint or more of liquid.
Blue Chair
The blue chair in the south corner covers a secret trapdoor in the stone floor. A character who examines the floor near the chair can make a DC 10 Wisdom (Perception) check, finding the trapdoor on a success. Pulling open the trapdoor reveals a wooden ladder that descends 15 feet to x.
Treasure
The coins on the table amount to 65 cp, 35 sp, and 11 gp.
G13: Tower Rotunda
A thug sits near the bottom of the stairs, engrossed in a saucy novella. If this guard detects intruders, he tries to run up the stairs to wake Guildmaster Dusk in x.
G14: Upstairs Foyer
The north door leading to x is locked; the other doors are unlocked.
G15: L-Shaped Hall
Closets
The two small rooms to the north are closets behind unlocked doors. One stores a mop and broom, a few buckets, and a stack of copper chamber pots. The other has shelves holding linens, blankets, soap, and candles.
G16: Stablemaster's Quarters
This room belongs to the stablemaster, Laris Drot (neutral, human commoner), who is a stout woman in her fifties. Laris carries two keys on her person: one unlocks the door to this room, and the other unlocks the doors to x.
A wooden trunk at the foot of Laris's bed contains folded clothing and personal effects.
Treasure
On a nightstand, next to a set of keys to the stables, is a coin pouch containing 5 gp, 13 sp, and 25 cp.
Development
If Laris is here when the stable hand in x bangs his pail, Laris heads to the stables to find out what's going on. It takes her 1 minute to get there.
G17: Small Common Room
This room stinks of horse manure due to its proximity to the stables. It contains two neatly made beds, two empty footlockers, and a nightstand with an oil-filled lantern hanging above it. Beneath each bed is a copper chamber pot.
G18: Large Common Room
This room stinks of horse manure due to its proximity to the stables. It contains four neatly made beds, each with its own nightstand and empty footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot.
Treasure
One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is magical.
G19. North Balcony
A bandit stationed atop this balcony watches for trouble coming from the north and west. If she sees anything suspicious or threatening, she shouts loud enough to put the rest of the guildhouse on high alert. This bandit carries a key that unlocks the door to x.
Spyglass
The spyglass attached to the balcony is missing one of its lenses and is nonfunctional.
G20: Private Room
A traveling merchant named Thyval Horne (neutral, human commoner) rents this room. On the nightstand rests a key that unlocks the door to this room. Beneath the bed is a copper chamber pot.
Roleplaying Thyval
The merchant hasn't had a good night's sleep in days and quickly angers if disturbed. Characters who threaten Thyval or use magic to coerce him can pry the following information out of him:
- Guildmaster Dusk is hosting an unscrupulous, well-connected noble named Dartinal Livereth. (Thyval suspects the two are lovers.)
- Jaymont the Sinner, the guild's resident spy, is a master of disguise.
- Thyval can't sleep because of the squawking birds in the room next door (area G21).
G21: Gwish's Room
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish's true nature.
Gwish is reclusive and rarely interacts with the other guild members. The oni has three ravens that act as messengers, and it uses a ring of animal influence to speak with them. These ravens deliver secret messages to the guildmaster's spies abroad and receive similar messages from those spies.
If one or more characters interrupt the oni, it politely asks them to leave. If they refuse, it shoos away the ravens and attacks the characters. The oni's glaive leans in the northeast corner behind the door.
Gwish's Trunk
When the oni is hungry, it sneaks from the guildhouse and invisibly preys on the city, feeding primarily on anyone sleeping outside. The trunk at the foot of Gwish's bed is filled with gnawed bones mixed with small bundles of torn clothing.
Master Key
One of the deep pockets on Gwish's robe contains a master key that unlocks all doors in the guildhouse.
Raven's Note
Gwish has received a note from one of Guildmaster Dusk's spies. The note is written in code on a slip of parchment, and only Guildmaster Dusk is authorized to read it. Gwish plans to deliver the message to Dusk once her guest leaves (see x).
A comprehend languages spell can decipher the note, as can a character who succeeds on a DC 20 Intelligence (Investigation) check after studying the note for 1 minute. It reads, "Constantori in danger. Cognoscenti retaliation imminent. Be on high alert."
G22: South Balcony
A bandit stationed atop this balcony watches for trouble coming from the south and east. If she sees anything suspicious or threatening, she shouts loud enough to put the rest of the guildhouse on high alert. This bandit carries keys that unlock the doors to areas x, x, and x.
Spyglass
The spyglass, which is damaged but functional, is worth 250 gp.
G23: Stolen Goods
Elix the Saint (lawful evil, human bandit captain; see the "x" section earlier in the adventure) works here during the day. Armed with a crowbar, he examines containers stolen by the Agile Hand. He then records their contents (and the estimated value of those contents) in a leather-bound ledger.
Master Key
Elix carries a master key that unlocks all doors in the guildhouse complex.
Treasure
The following stolen goods are stored here:
- Six casks of exquisite elven wine (250 gp each)
- Wooden chest containing six poisoner's kits
- Wooden crate containing eight sets of thieves' tools
- Wooden crate containing two spyglasses (1,000 gp each) packed in beds of straw
- Dirty wooden coffin containing the moldy corpse of a human priest wearing a copper holy symbol shaped like the sun (25 gp), a sun-shaped death mask made of gold (250 gp), and a necklace of prayer beads
G24: Elix's Office
A bandit stands guard outside the door to Guildmaster Dusk's quarters (x). The bandit's job is to shout at the first sign of trouble, thus alerting the guildmaster.
Desk
If the characters search the desk at night, they find a leather-bound ledger in an unlocked drawer, along with a writing quill and a jar of ink. The ledger provides an account of stolen goods acquired by the Agile Hand, but Constantori's Portrait is not among the items listed.
[image: A stealthy rogue tries to sneak upstairs without disturbing Guildmaster Dusk and her lover]
G25: Shared Bedroom
Guild members take turns resting here. The room contains two beds, two nightstands, and two trunks (each one packed with linens). Tucked beneath each bed is a copper chamber pot. A hearth in the south corner keeps the room warm.
Sleeping Guards
Two thugs sleep in the beds. They wake if disturbed and spend their first action scrambling for their weapons.
G26: Dusk's Quarters
[image: Among the clutter on the guildmaster's desk is a diary that might contain a secret or two]
Unless she has been lured elsewhere, Guildmaster Dusk (lawful evil, half-elf assassin) is asleep in bed with her lover, a politically influential noble named Dartinal Livereth (lawful evil, human noble). Neither is wearing armor, but they keep their weapons within reach.
If the guildhouse is on high alert, Dusk leaves the room to find out what's happening. Meanwhile, Dartinal smokes a pipe in bed and waits for Dusk to return.
Fireplace
Resting on the fireplace mantel are a wedge of soap, a brush, a clay pipe, and an ivory tobacco jar carved in the shape of a skull. Buried in the ashes of the hearth is a spare shortsword covered with soot.
Leather Trunk
This trunk holds a spare, loaded light crossbow under some linens, bedding, and neatly folded outfits.
Master Key
Guildmaster Dusk keeps a master key on a nightstand next to her bed, and she takes it with her when she leaves the room. The key unlocks all doors in the guildhouse complex.
G27: Tower Peak
This room is situated at the top of the tower and is off limits to everyone except Guildmaster Dusk, who comes here to reflect, doodle in her diary, and gaze upon her latest acquisition: Constantori's Portrait.
Characters who search the guildmaster's cluttered desk find sketches and descriptions of deadly mechanical traps, including a rough sketch of the trap in this room (see "Trap" below).
Constantori's Portrait
The painting that hangs in the alcove is Constantori's Portrait (described at the end of the adventure). Guildmaster Dusk is attuned to the painting and has commanded it to defend itself against all creatures except her. As an action, a character can throw a sheet over the painting, making it unable to cast spells.
The Cognoscenti Esoterica was wrong about one thing: Guildmaster Dusk has no intention of selling the painting. By learning its secrets, she hopes to become as notorious and wealthy as the late Daiyani Grysthorn, the crime lord who commissioned the painting in the first place.
Trap
Canisters of poisonous gas are hidden in the wall behind the painting. Removing the painting from its hooks without first disabling the trap causes the gas to spew from tiny holes previously concealed by the painting. Each creature in the room when the gas is released must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one.
A character who searches the alcove for traps spots the holes behind the painting with a successful DC 12 Wisdom (Perception) check. This check is made with advantage if the character saw the trap's sketch in Dusk's diary. Once the trap is detected, a character can spend 1 minute trying to disable it, either by plugging the holes or by placing counterweights on the hooks as someone else carefully lifts the painting. The character trying to disable the trap must make a DC 15 Dexterity (Sleight of Hand) check, disabling the trap on a success and triggering the trap on a failure.
G28: Cellar
This room lies at the bottom of a wooden staircase that climbs 15 feet to x. The cellar is unlit.
The crates, barrels, and trunks are all empty.
Secret Door
A secret door in the south wall can't be opened from this side without magic (see x for details). It leads to area G33.
Thieves' Test
The door leading to area G29 is unlocked and has the following note (handwritten in Common) tacked to it:
Areas xâx contain challenges that are meant to test thieves who want to join the guild. The note is meant for those applicants, but characters would be wise to heed its advice:
- "Look for keys and keyholes" and "Watch out for my pets" refer to challenges in area G29.
- "Follow the arrows, but don't let them hit you" refers to the set-up in x.
- "Trust your ears" and "A little pressure can be a good thing" speak to areas x and x.
G29: Murky Pool
The pool is 10 feet deep, and the murky water reduces underwater visibility to 0 feet. Characters can find the way to area G30 by exploring the pool:
- Pool Floor. A nonmagical silver key rests on the floor of the pool. A character submerged in the pool can take an action to feel around its floor, finding the key with a successful DC 15 Intelligence (Investigation) check.
- Pool Walls. The east wall of the pool has a tiny keyhole in the middle of it. A character submerged in the pool can take an action to search the pool's walls, finding the keyhole with a successful DC 15 Intelligence (Investigation) check.
- Secret Exit. If the pool's silver key is inserted into the pool's keyhole, a section of the pool's east wall retracts, revealing a 4-foot-high, 4-foot-wide, flooded tunnel containing a swarm of quippers. The swarm attacks the nearest prey. A character who swims to the far end of the tunnel and feels around for an exit finds an unlocked trapdoor in the ceiling that pops open to reveal a dry, T-shaped chamber (area G30) and a passageway leading south (x).
- Light Sources. Characters who don't have darkvision must find a way to keep their light sources dry, or else they could end up fumbling in the dark until their light sources dry out.
G30: Trapdoor
This unlit, T-shaped area is empty except for a wooden trapdoor in the floor. A tunnel (area G31) leads south from here.
Trapdoor
Below the trapdoor is a 4-foot-wide, 4-foot-high tunnel filled with murky water and a hungry swarm of quippers (see area G29 for details). Characters who follow this tunnel west come to a dead end unless they previously opened that end of tunnel in area G29.
G31: Follow the Arrows
Characters who have darkvision or a light source can see the following:
The arrow slits are too narrow for a Small or larger character to squeeze or crawl through. Behind the arrow slits are two closed-off chambersâone to the west and one to the east. A character who has darkvision or a light source can peer through nearby arrow slits to see what each closed-off area contains: five freestanding human skeletons draped in cobwebs and clutching shortbows. Most of these skeletons are inanimate, propped-up dummies made to look threatening. Each one is a Medium object with AC 15, 4 hit points, and immunity to poison and psychic damage.
Only two skeletons are animated, and they guard the hallway's midpoint. When a character enters the square marked T on map 6.2, one animated skeleton uses its reaction (if available) to make a Shortbow attack, targeting that character. The character can make a DC 15 Dexterity (Acrobatics) check to tumble out of the way; if the check is successful, the skeleton has disadvantage on its attack roll.
If a character somehow gains access to one of the closed-off chambers, perhaps by shrinking to Tiny size or by assuming a gaseous form, the animated skeleton in that area stops guarding the hallway and instead attacks that character.
Secret Door
A secret door at the south end of the hallway is unlocked and can be pushed open to reveal a tunnel leading to area G32.
G32: Eastern Maze
Characters who have darkvision or a light source can see the following:
Permanent minor illusion spells create the sounds of heavy breathing. These sounds originate in the two spaces marked T on map 6.2. Any character who succeeds on a DC 10 Wisdom (Perception) check can track the sounds to their points of origin. A character who enters one of these squares steps on a pressure plate that sinks 1 inch into the floor and remains in that position for 1 minute before resetting itself. A character who searches that section of floor before stepping on it must make a DC 13 Wisdom (Perception) check. If the check is successful, the character spots the pressure plate and can avoid it. If the characters depress the two pressure plates here along with the one in G33, the north secret door in area G33 swings open.
G33: Western Maze
This maze is like the one in area G32, right down to the heavy breathing. The square marked T on map 6.2 contains a hidden pressure plate on the floor identical to the ones in area G32.
Secret Doors
This maze contains two secret doors, one to the north and the other to the west:
- North Secret Door. This secret door has three separate locks built into it. If all three pressure plates in the maze (the one in this area and the two in area G32) are in their sunken positions, the door unlocks and swings open on its own, revealing x beyond. Otherwise, each of the door's three locks requires a separate knock spell or similar magic to bypass. The locks are hidden and can't be picked.
- West Secret Door. This secret door is unlocked and pushes open to reveal area G34 beyond.
G34: Cell Block
Characters who have darkvision or a light source can see the following:
All the cell doors are locked, and a secret door connects the cell block to area G33.
G34a: Smugglers' Barrels
This cell contains four wooden barrels that have padded interiors and air tubes for breathing. The thieves use these barrels for smuggling people.
G34b: Smugglers' Trunks
Three iron-bound trunks rest against the back wall of this cell. The chests have padded interiors and air tubes for breathing. Like the barrels in the adjoining cell, these trunks are used for smuggling people.
G34c: Prison Cells
Each of these cells contains a wooden bench and a small drain hole in the floor.
Imprisoned in the northernmost cell is a thief named Dury Sneeth (neutral evil, human spy), who was caught taking a bribe from a member of the Velvet Glove, a rival thieves' guild. After he was rightly accused of spying for the Velvet Glove, Dury was locked up and interrogated. He found a dagger hidden behind one of the bricks in the wall of his cell, and he keeps it hidden on his person. He has no other weapons.
Guildmaster Dusk is satisfied that Dury is guilty of betraying the Agile Hand, but she hasn't gotten around to punishing him yet and has, in fact, told Dury that she's willing to give him a second chance if he behaves himself from now on. Dury is not convinced Dusk has his best interests at heart and pleads for release.
G35: Storage Room
The crates contain stolen weapons and ammunition: ten scimitars, twelve light crossbows, five heavy crossbows, and hundreds of crossbow bolts. The chests are filled with ordinary cutlery, candlesticks, plates, pitchers, and mugs.
Treasure
One of the chests has a secret compartment, which a character searching the chest can find with a successful DC 13 Wisdom (Perception) check. The secret compartment contains six pieces of costume jewelry (5 gp each), a gold necklace with a black pearl pendant (750 gp), and a necklace of fireballs.
G36: Storage Room
The crate is a mimic that loves the taste of salted butter. To keep the mimic on friendly terms, Guildmaster Dusk brings it a fresh block of salted butter every few days. The mimic attacks any character who tries to steal the block of butter but otherwise prefers to be left alone. The mimic can carry on conversations in Common.
Secret Door
Hidden in the room's south corner is a secret door that swings open into area G37.
G37: Secret Tunnel
This tunnel has a secret door at one end and a 15-foot-tall ladder at the opposite end. The ladder climbs to a stone trapdoor in the ceiling that leads to x. A character at the top of the ladder can try to push open the trapdoor, doing so with a DC 15 Strength (Athletics) check; the check is made with disadvantage if the blue chair in area G12 is weighing down the trapdoor.
Conclusion
If the characters return Constantori's Portrait to Adrisa Carimorte, she gives them their promised reward. If they also present Elix the Saint's leather-bound ledger (see areas x and x), Adrisa offers to buy it for 500 gp.
If the characters deciphered the coded message delivered by Gwish's raven (see x) and share the message with Adrisa, she suspects one of Guildmaster Dusk's spies has infiltrated the Cognoscenti Esoterica. She thanks the characters for the information and gives them a pair of sending stones as an added reward. Identifying the spy is beyond the scope of this adventure but a good hook for a future one.
For the Golden Vault
If the characters are working for the Golden Vault, Adrisa Carimorte arranges to give the characters a rare magic item of their choice (subject to your approval) as payment for delivering the painting to her. The item is delivered to the characters the next day.
Magic Item
This section presents Constantori's Portrait as a magic item. In your campaign, the artist might have painted other magical portraits of Constantori, perhaps with slight differences to distinguish them.