Mason's Guild
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| Reithwin Town | ||||
| Grand Mausoleum | ||||
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| House of Healing | ← | Mason's Guild | ||
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| Reithwin Tollhouse | ||||
“Here lies the Grand Mason, his bones and lies exposed.„
Overview edit
The Mason's Guild with its extensive yards takes up the north-eastern part of Reithwin Town. It is a formidable building itself, and the stoneworks all around the city are evidence of the craftmanship of its past members. Both yards of the guild are cluttered by untouched blocks of stone, as well as half-chiselled statues and plaques.[1] It is separated from the town main by several gates, and its backyard opens onto the bank of the sidestream of the Chionthar. Across it, the shining dome of the protected Last Light Inn can clearly be seen.
After the Selûnite resistance was revealed and uprooted, their apparent leader Morfred was likely executed,[2] and the Shadow Curse later took hold. The main mason's guild building - though neglected - was not then occupied by any eminent shadow-cursed creature. Traces of the resistance's activity can still be found in the basement, accessible through the ornate hatch in the farmost room of the guild's building. The quest Investigate the Selûnite Resistance can be progressed or completed here.
Access edit
The Mason's Guild can be accessed from several points:
- Using the ruined bridge starting on Ruined Battlefield at X: -59 Y: -22 and passing the eastern gate
- Using any of two gates leading from the Reithwin Town streets or its central square
- Walking along several arborous vines trailing from various points of the Reithwin Graveyard
Main building edit
When first approaching the Mason's Guild, the party can briefly see Korrilla spying on them at X: -110 Y: -20, near the central gates of the guild. She teleports away quickly when party members get too near. If the party members are fast enough, it is possible to trigger a brief and inconsequential dialogue. Otherwise, they comment on the sulphur odour left after her in the air.
Inside the main building of the guild the party can find the Barkskin Recipe at X: -110 Y: 3. Walking further, a Perception check points out a pile of "odd looking bones" on a marble plinth. The plaque below declares them to be the remains of the Grand Mason. Inspecting the bones and reading the plaque grants the inspiration Tragedy in Masonry for characters with the Guild Artisan background, and is also necessary to get the Town of Shadows for characters with the Entertainer background (along with unearthing the fate of all prominent members of the Thorm family).
In the farmost room of the main building at X: -117 Y: 31 on a workbench lies a set of Thieves' Tools, a Trap Disarm Toolkit, and a Scroll of Burning Hands. In the backyard at X: -102 Y: 18 a piece of Infernal Iron lies. If Dammon survived the events of Act One, it can be given to him to make a piece of Rare armour, or to finish Karlach's personal quest.
On the main building's roof at X: -113 Y: 0 stands a heavy chest with gold, and at X: -115 Y: 22 lie two skeletons. One of them carries alchemical ingredients, while the other has some gold and a Potion of Greater Healing.
At X: -129 Y: 23 on the side balcony is a Control Wheel which services an elevator to descend into the cellar. From there, the party can reach the Mason's Guild basement. Another way to reach the cellar is the Ornate Hatch in the corner at X: -127 Y: 26.
Mason's Guild Basement edit

Inside the basement at X: 129 Y: -692 a successful DC 10 Perception check reveals a Keyholed Herald; it can be lockpicked by passing a DC 18 Sleight of Hand check or opened with the Tower-Shaped Key from Mattis in the Last Light Inn.
Upon opening, the movable wall section reveals a secret passage with a threatening Note from the Mason pinned to the wall.
Heading forth and to the left, the party can see a reinforced gilded chest at X: 104 Y: -700. The chest weighs 250 kg and is scripted as such that it cannot be picked up or moved no matter the strength any who attempt to do so. A DC 15 Perception check shows a trap on it. The chest requires two DC 14 Sleight of Hand checks to disarm and lockpick. Failing to disarm the trap raises two reinforced portcullises, separating the party (or party member interacting with the chest) from the rest of the room, and simultaneously raises the wall behind the chest, revealing a niche with three Gargoyle Statues ( Fire Bolt-hurling type). At the same time, Turn-based mode is enabled.
Behind the trap section is a door to a large Mason's Hall with a lowered central part and two galleries along both sides. In the end of the central part is a long stone table where the members of the Selûnite resistance appear to have held their covert meetings.
Approaching the table (approximately halfway to the table, regardless of using the galleries or the central part), causes five Shadows and a Wraith to attack the party.
On the table is the Mason's Letter to his brother and Mason's Log; reading the latter completes the quest Investigate the Selûnite Resistance.[3]
Behind the altar is a trapped gilded chest (requires a DC 15 Perception check to detect a trap, a DC 21 Sleight of Hand check to disarm it, and a DC 14 Sleight of Hand check to lockpick). The trap, unlike most others, is armed with the Guiding Bolt spell. The chest contains the Helmet of Arcane Acuity.
On the eastern gallery at X: 123 Y: -739 a DC 10 Perception check points out a button which opens a secret door to an area with two heavy chests: one containing potions ( Potion of Invisibility, Potion of Speed, Potion of Glorious Vaulting and Elixir of Darkvision) and one with scrolls, including Scroll of Knock[4]. On a table near the button is a Moonrise Diagram, which adds to the map a secret stash in the outer wall of Moonrise Towers. Numerous bookcases along both galleries contain common books, except the one next to the Moonrise Diagram, which contains a random rare or uncommon spell scroll.
Creatures edit
Related Quests edit
Loot edit
Related Literature edit
Footnotes and References edit
- ↑ It is possible works in progress were abruptly abandoned with the advent of the Shadow Curse.
- ↑ While there is no hard evidence that Morfred was executed by Sharrans, circumstantial evidence makes this likely:
- Thisobald's diary, found in the Waning Moon, appears to indicate the Sharrans' partaking in the mason's demise.
- In front of the guild entrance are two skeletons impaled on pikes. Upon interacting, the narrator prompts a line: "Let this be a warning - those who defy Shar's will shall suffer darkness without her blessing."
- There are synopses to the dialogue files concerning the bones (TWN_Masonry_AD_MasonApprentice_01.html)
- ↑ Using AoE spells that cover the book may destroy it, ultimately locking the party out of completing the quest.
- ↑ The set of scrolls and potions in these chests is fixed, therefore, it is one of the few reliable places to obtain a Scroll of Knock.