It is certainly a frightening atmosphere. The threats you're dealing with are not really regular. There'beds nothing ceasing the figures from obtaining in the center of the Blood War because it is definitely actually happening. You arrive upon these great energies colliding and you observe the carnage going on. And it's a situation where we desire the characters to have discussion among themselves: If we involve ourselves, are we heading to change anything?
Or are we simply tossing ourselves into pointless danger? It sets up actually interesting conversation for the table. You're also down generally there to conserve a city. But there's all kinds of temptations in hell. Distribution background The brand-new module was introduced in May during the DD: The Ancestry livestreamed occasion on the 's i site.
An alternative art cover up by the designer Hydro74 featuring the symbol of, an important body in the video clip game series, is accessible solely in local game shops. The top sports a tiny, skull-shaped locking mechanism. Flennis of the altar is covered with dozens of half-melted candles has the key to the lock stuck in her hair.
A character can made of black wax, all currently unlit. The first time a creature other than Flennis opens the If one or more of the black candles on the altar are lit, book, a wisp of black smoke rises from its pages and co- they shed a green light that reveals black writing on alesces into a skull that cackles madly for a few seconds the walls. The writing, which is not visible otherwise, before dissipating. A remove curse spell or similar effect ends the three animated human skeletons.
The skeletons are evil curse on the creature. An ordinary rat scurries around this room, looking for scraps of food. If the characters use a speak with ani- Dl8. It merous wooden beams. The air here smells like rotten warms to characters who offer it food.
Any The rat's knowledge is limited to places it has visited- character approaching this area who succeeds on a DC specifically areas DS through D It doesn't know the 10 Wisdom Survival check realizes that the stench is.
This gas dis- D Describe this room to the players as follows: moving through this area. Bringing a lit torch or other open flame into the gas- filled room triggers an explosion that fills the chamber. The walls and floor of this room are covered with streaks Creatures fully immersed in the water take no damage, and splashes of dried blood. Two dangling bodies are but all others must succeed on a DC 15 Dexterity sav- shackled to the east and south walls.
One is an elderly ing throw, taking 14 4d6 fire damage on a failed save, male human; the other, a young female tiefling. Both or half as much damage on a successful one. AU the are covered in bloody gashes, and neither is moving. In wooden beams that support the ceiling are destroyed in the explosion, which could cause a roof collapse see the middle of the room is a sturdy wooden chair with a "Dungeon Features" in area D5.
The explosion also bloody whip draped over it. A bucket half filled with salt burns away the gas, which builds up slowly and be- sits on the floor nearby. Yignath the iron consul mostly burying a stone sarcophagus that was looted see area D12 carries the keys to both sets of shackles, years ago.
Nothing of interest remains. A character with thieves' tools can D He was Effinax Zalbor, a sarcophagus and the south wall. The north-facing caravan coordinator employed by thejhasso patriar side of the sarcophagus bears faded frescoes of family, which is part-owner of a trading coster that oper- spear-wielding warriors charging across golden plains ates throughout the Western Heartlands see area D The female tiefiing has 0 hit points, and is uncon- Treasure.
A casual search of the sarcophagus turns scious but stable. She is Vendetta Kress, a neutral up nothing but dust and a few scattered humanoid commoner who speaks Common and Infernal. She bones. Any character who conducts a thorough search has resistance to fire damage and darkvision out to a realizes that the sarcophagus has a false bottom made range of 60 feet. Vendetta distributes wine and spirits of inch-thick plaster. Smashing through this plaster for the Oathoon patriar family of Baldur's Gate, and was layer reveals a cavity below that contains a human attacked in the Lower City, knocked unconscious, and mummy floating in a shallow pool of red brine.
The brought here to be tortured. Under interrogation, she mummy has two moonstones 50 gp each embedded in gave her captors information regarding the Oathoons its eye sockets and a bag of beans where its heart would and their security arrangements.
She also witnessed the normally be. Characters must intentionally tear open the interrogation and death of Effinax, who was questioned mummy's chest to find the hidden bag. The mummy is at length about thejhasso family. If set free, Vendetta stays with the characters until an opportunity to escape presents itself. Before that, D During her incarceration, she heard humanoid moans in the room beyond. Describe the area what sounded like a heavy stone door scraping open and to the players as follows: closed from time to time, accompanied by the sound of splashing footsteps.
The noise came from the north. This information might lead characters to search for a Six moaning humans with rotting flesh shamble about secret door in that direction see area D An open stone If Vendetta survives her ordeal in the dungeon, she sarcophagus rests against the back wall, its shattered lid spreads tales of her harrowing escape through her web lying in pieces on the floor around it. The shambling corpses are six zombies created by D The zombies obey only that swings open into area D Standing in the water their creator and attack all others, including other mem- south of the secret door, holding a lit torch and watching bers of the Dead Three cult.
On his first turn after seeing the char- are ghastly images of human cannibalism. The sarcoph- acters, he withdraws to area D25 and pounds on the agus was plundered long ago, and a search of its interior door to wake his fellow cultists, yelling "Intruders!
Describe it to the players as follows: eastern passage marking a staircase that formerly led up to a residence in the city. Hidden under the murky water are four animated human skeletons that rise up Four flickering torches in wall sconces illuminate this and attack anyone who crosses the room.
The sarcophagus bears no carvings or Describe the scene to the players bones. Six dusty bedrolls lie on the floor around it. The Myrkulites filled the sarcophagus with skulls and Beyond the hall, a flooded chamber opens up with rough - bones found throughout the dungeon, creating an altar hewn steps climbing to the south, north, and northeast. The floor buckles up above the water line in the middle D Corpses and doused Slumped against the walls of this plundered, partially torches float in the water around the island, atop which collapsed crypt are four sleeping fists of Bane see page two men circle each other with weapons bared.
One of for their stat block. All are fully armored and have the men- a tall, unarmored brute with a greatclub and a their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly scarred face-towers above his opponent but is gravely mobilize to repel any intrusion.
Th e smaller figure is muscular and bare- The room is lit by two sputtering torches in sconces chested. He clutches a bloody dagger in one hand and a on the north and west walls. A stone sarcophagus in the torch in the other, and has no flesh covering his skull.
The man with the greatclub is twenty-nine-year-old D His opponent is an characters enter this area for the first time: uninjured death's head ofBhaal see page for his stat block named Vaaz.
Four other Dead Three cultists Four flickering torches in wall sconces light this partially lie dead in the water, their skulls caved in by Mortlock.
Mortlock is tolerated by his mother, Duke Thalamra collapsed crypt. An open sarcophagus in the middle Vanthampur, and despised by his older brothers, Thurst- of the area is filled to the rim with blood, with spillage well and Amrik, who view him as a simpleton and an streaking the sides of the sarcophagus and pooling abomination.
Half of Mortlock's face was scarred by fire around its base. The sarcophagus lid lies half buried when he was a child, and his disfigurement gives him a under rubble behind it.
He was sent to the bathhouse dungeon by his mother to help the followers of the Dead Three coordinate attacks against the city. When it be- Bhaal worshipers like to bathe in the human blood that came clear that the Dead Three cultists could function fills the sarcophagus. A female reaper ofBbaal see without Mortlock's support, Thurstwell and Amrik con- page for her stat block lurks behind the sarcopha- spired with several Bhaal cultists to assassinate Mort- gus, drenched in blood from head to toe.
At the first sign lock without their mother's knowledge. In this guise, she claims arrive. Believing them to be Mortlock's associates, Vaaz to be a florist who was captured by the Dead Three and disengages from the fight on his next turn and with- brought to the dungeon as a slave. If the characters fall draws to area D33, where he makes his final stand.
Vaaz for the act and bring Nebra with them, she claims to takes his torch with him. Rather than pursuing, Mort- know the location of a secret door area D23 and tries lock tries to forge an alliance with the characters.
If they to lead them through it to area D29, where she hopes to come to terms with Mortlock, he gives them the follow- find reinforcements.
If she leads the party to a location ing information in exchange for a promise of amnesty: occupied by other cultists, she drops the disguise and "I was betrayed. These assassins conspired with my attacks. She also attacks if her spell ends before then. I owe you my life. Our goal is to prove that the intervals by wooden beams. Old torch stubs float on the Flaming Fist can't do its job.
Once the city stops pay- murky water. At the point where the tunnel bends west toward area D29, the characters hear echoes of a battle ing them, the Flaming Fist will have less of a reason to stay in Baldur's Gate. With them gone, no one can unfolding in that location. If she gets her way, Baldur's Gate will share Elturel's fate and get dragged down into the Nine Hells.
She was instrumental in convincing Ulder Ravengard to travel to Elturel and meet with its high overseer, Thavius Kreeg. With Ravengard gone, the Flaming Fist is leaderless and vulnerable. My mother doesn't expect much of me, but she thinks the world of Amrik.
He's always been her favorite. He has the bathhouse under sur- veillance and probably knows you're here. He's very sickly and seldom leaves our mother's estate. Without them, the cult will break up. The cultists keep their treasure nearby.
If the characters let him go, Mortlock hides in the city until he can book passage on a ship and leave Baldur's Gate. He has no intention of ever returning. Mortlock is afraid to confront his mother or his broth- ers. That said. After doing so, Mortlock leaves the city as quickly as possible to escape his mother's wrath. The chests are locked, but characters might have wrested the keys from the iron consul in area D Speed 30 ft. The contents of Languages Common each chest are described below.
Challenge 3 XP Chest 1 holds 4, cp and two red crystal vials with gold stoppers 25 gp each. Each viaJ contains a potion of fire breath. Mortlock can reroll a saving throw that he weighs 70 pounds. He must use the new roll. With the coins and gemstones inside, the chest weighs 37 pounds. Mortlock makes two attacks with his greatclub. Chest 3 contains a delicate porcelain dragon mask Creatclub. With target. The mask bludgeoning damage if Mortlock has taken any damage since weighs 1 pound.
Chest 4 contains a bronze crown with five spires gp. Each spire is shaped and painted to resemble one of Heavy Crossbow. The crate can hold sixty torches, but is in need of re- stocking. Only five torches remain. Scurrying among them are six harmless rats like the one encountered in area Dl4. Six of the crates are empty except for pack- ing straw. The other three contain stolen goods that the cultists have not yet disbursed, including ten days' worth of rations, a bag of twenty caltrops, three flasks of alche- mist's fire, six sets of manacles, four tinderboxes, nine daggers, and four potions of healing in glass vials.
Describe the room to the players as follows:. Burned torch stubs litter the floor of this hall, the western end of which is occupied by three six-foot-tall, painted wooden statues. Each statue stands atop a two-foot-high block of red stone, making it look taller and foreboding.
The center statue resembles a heavily armored man whose face is hidden behind the fearsome visor of his helmet. He's painted red except for his right gauntlet, which is black. Clutched in this gauntlet is a blood-red spear, pointed upward. The statue to the north depicts a purple-garbed male noble wearing a harlequin mask and holding a dagger behind his back. The statue to the south portrays a black-robed skeleton with its jaw opened wide and its bony hands outstretched.
These meetings are often contentious, though the followers of Bhaal and Myrkul usually bend to the whims of the more strategi- cally minded Bane worshipers. Each statue is solid wood and weighs pounds. A lf the characters rid the dungeon of the worshipers of statue can be knocked off its pedestal with a successful Bane, Bhaal, and Myrkul, any remaining followers of the DC 10 Strength Athletics check.
Dead Three avoid the dungeon and the bathhouse once Bane Statue. The statue of the armored man rep- they realize those locations are no longer safe. Its spear is real but nonmagical. The first As the characters exit the dungeon and leave the bath- time any humanoid comes within 5 feet of this statue, it house, they have one final encounter in the courtyard must succeed on a DC 12 Charisma saving throw or be area Dl.
Read or paraphrase the following boxed text compelled to kneel. While kneeling before the statue, to set the scene: the creature can't move or take actions or reactions.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As you emerge from the bathhouse, five figures leap Bhaal Statue.
This statue's harlequin mask is a sepa- down from the top of the courtyard wall to confront you. Anyone who desecrates this statue is cursed by the Lord of Bones. Until the curse is ended dragon-like appearance. All five brandish curved steel with a remove curse spell or similar magic, the offender blades reminiscent of dragon claws. The dice game Baldur's Bones Guided by visions sent to them by Tiamat, the cultists is just as popular here as in other taverns throughout know when they're within 1, feet of her stolen loot.
If Baldur's Gate see the "Taverns in Baldur's Gate" side- the characters took any of the treasure from area D30, bar, page Once they secure the dragon The Low Lantern's location is marked on map 1. Describe the kill the Vanthampurs and anyone else in Baldur's Gate tavern to the players as follows: considered to be an agent of Zariel. Cultists who s urvive th is encou nter can show up at a later time to help or hin- der the characters, at your discretion. Fog obscures the Low Lantern until you get within a If it's present when the cultists of Tiamat confront the hundred feet of it, whereupon its tall masts and creaking characters, the invisible imp in area Dl quietly observes bulk come into view.
The converted ship has rigging but the interaction before reporting back to Thurstwell Van- no sails, and is anchored to the wharf by thick chains. A thampur at his family's villa. A lantern at the bow casts an eerie green light to signify that the tavern is open for business.
Convinced that his two older brothers conspired to kill him, Mortlock Vanthampur urges the characters to cap- ture or kill Amrik at a dockside tavern called the Low The Low Lantern is quiet during the day, with just a few Lantern. The adventure assumes that the characters patrons drinking and gambling below decks.
The place visit this location next. If the characters require an ad- comes alive at night, and is a popular site for conducting ditional incentive to go after Amrik, Mortlock assures clandestine meetings with some of the city's least scru- them that his mother values Amrik's well-being enough pulous inhabitants, including pirates and off-duty Flam- to negotiate for his release if the characters capture him.
He suggests that it would be most unwise to oppose a The owner and proprietor is Laraelra Thundreth. If the characters middle-aged female human mage known as ''the Cap- decide to attack Vanthampur Villa instead, skip to the tain" to her staff and regular patrons.
Laraelra is neutral ''Vanthampur Villa" section page In public, Laraelra is often seen with her crab familiar perched on one shoulder. Characters who clear out the Dungeon of the Dead Three and read her spellbook. These villains see appen- meals. At any given time, the staff includes two kenku dix D usually operate as mixed groups of Banites, Bhaa- bartenders and six bouncers human thugs. The staff lites, and Myrkulites. Here are a few appropriate encoun- operates in three eight-hou r shifts, with one group leav- ters for a party of four or five characters of 3rd to 5th level: ing as the next shift arrives.
Abduction Squad for 3rd-level characters. An iron consul to lose. Patrons who are present during the characters' with two fists of Bane as bodyguards uses three night initial visit include the following: blades as scouts and assassins to pick off random passersby.
A character who examines Aerith and Beldan chaotic good drow , awkward and a dead seagull and succeeds on a DC 13 Wisdom Medi- inseparable twins who left the Underdark in search of cine check ascertains that the bird was stung to death. If they realize Amrik Low Lantern with Laraelra's consent. Characters look- is in danger, they swoop down to attack whoever ap- ing for him are directed to area L6. The imps otherwise avoid combat and turn invisible to avoid capture or death.
This deck is littered with the corpses of ld4 dead seagulls see area L1 for more information. A staff member crawls to the end of the bow to douse the lantern, refill it The main deck of the old ship features wooden steps with oil, and relight it at highsun every day.
On warm, clear nights, Laraelra moves tables, chairs, that climb to the forecastle and aftcastle, and another set and lanterns onto this deck so that clients can drink and of stairs descending into the ship. A padlocked wooden gamble under the stars. Four dead seagulls lie on the deck and two The captain's wheel and rudder are gone, leaving holes and empty fixtures where they used to be.
As with area ravens squawk at you from the crow's nest, a forty-foot L2, Laraelra sometimes moves tables, chairs, and lan- clim b up the ship's rigging.
Consequently, her cabin is unlocked. One of the bounc- ers in area LS keeps an eye on the door and roughs up anyone other than Laraelra who tries to open it. Describe the cabin's features to the players as follows:. Near the foot of the bed rests an ornately carved sea chest sealed with a padlock. The chest's padlock can otherwise be picked with a successful DC 20 Dex- terity check made with thieves' tools.
The chest contains a nice pair of boots, a bottle of fine wine 10 gp , a bundle of letters from an unnamed admirer, and Laraelra's spellbook. This is the busiest and noisiest part of the ship, and it reeks of sweat, cheap ale, rotting timbers, and old vomit. My name is laraelra Thundreth, but folks Suave Defense. While Amrik is wea ring light or no armor and around here call me the Captain.
If you're thirsting for a wielding no shield, his AC includes his Charisma modifier. Amrik makes three dagger attacks. Use the "Tavern Patrons" section earlier to flesh out the occupants of this area as needed. Amrik hurls a smoke bomb up to 20 feet one eager to play Baldur's Bones here. The bomb explodes on impact, creating a cloud of black The tavern is lit by hanging oil lanterns and whatever smoke that fills a foot-radius sphere. The area within the natural light slips through the glass hatch and the ship's cloud is heavily obscured.
A strong wind disperses the cloud, grimy portholes. Those portholes are l 1il feet in diame- which otherwise remains until the end of Amrik's next turn. He is more than long chains. The windowless deck contains a bar, happy to provide one, up to a limit of gp the amount couches, coffee tables, and tables where patrons can so- currently carried by his bodyguard VhaJtus.
Amrik's ciaJize and gamble. Three of Laraelra's bouncers thugs terms are simple: he expects repayment in a tenday and stand in plain view across the deck. As a member Amrik Vanthampur see the accompanying stat of the influential Vanthampur family, Amrik has plenty block has turned a pair of couches and a coffee table of muscle he can bring to bear against anyone who near the aft wall into his personal office.
He runs a defaults on a loan, and his family's influence extends moneylending business from this location, and many beyond Baldur's Gate. In exchange for this space, without the intention of paying it back. Characters who Amrik pays for the wine that is delivered to the Low plan to rip off Amrik must succeed on a Charisma De- Lantern, making Laraelra's business profitable.
He keeps the port couch open for clients and Characters can try to interrogate Amrik for informa- employs two bodyguards. Kasharra, a spined devil, tion, but he's a practiced liar who won't incriminate him- perches on the back of Amrik's couch. Vhaltus, a sleepy- self or any family member he fears, including bis mother eyed lawful evil human thug with red hair in a ponytail, and older brother.
If the characters mention Mortlock, sits at the closest end of the bar. Vhaltus carries a small Amrik accuses that "scar-faced hulk" of consorting sack containing gp, which Amrik loans to clients.
Amrik's utter disdain for his younger concealed smoke bomb before fleeing up the stairs, leav- brother is palpable, though he won't admit to his partjc- ing his bodyguards to cover his escape.
He has trained Laraelra's staff shift the blame to Mortlock. Failing that, he invokes his to recognize a variety of innocuous hand gestures that mother's name and reputation as a shleld, hoping the signal them to deliver drinks to the table.
If he wants characters will think twice about offending or harming poison added to his clients' drinks, he has a secret sign the favored son of Duke Thalamra Vanthampur. Hidden behind the bar is a small bottle con- Amrik never battles to the death, and he surrenders taining four doses of torpor see "Poisons" in chapter if he can't fight, talk, or slither his way out of a perilous 8 of the Dungeon Master's Guide , which the kenku situation.
If the characters defeat Amrik's bodyguards bartender can use to spike drinks when Amrik gives and take him prisoner, he does what he's told untiJ an the signal. The staff of the L7. This guest cabin is not currently occupied. Its furnish - If the characters kill Amrik aboard the Low Lantern, ings include a bed, a wardrobe, an empty desk, and a Laraelra warns them that his death will incur the wrath chair. An oil lantern hangs from a rusty hook bolted of Duke Thalamra Vanthampur.
She suggests that they to the mast. Ree Baldur's Gate at once- before they end up as fish The Jock on the cabin door has rusted to the point of food at the bottom of the harbor.
Read the following to the players: lot of noise. One gloved hand rests on the hilt of a longsword. Puddles of water collect in The other pulls back a cowl to reveal the face of a teen- areas where the floor has bowed, and the whole space ager with brown skin, red hair, and a haunting gaze. Four alcoves here are set with cheap cots where drunks can sleep off their hangovers. In the bow are The cloaked figure is Reya Mantlemorn, a lawful good four hammocks that serve a similar purpose.
At any female human Hellrider use the veteran stat block. If the characters wish to rob them, each com- city of Elturel to train as a Hellrider when she was moner has a belt pouch containing ld6 sp and 2d6 cp.
As a faithful follower of Torm, Reya is prepared and has trained to sacrifice herself for the greater good. She watched in disbelief as the Compan- Vanthampur Villa is located in the Upper City, which is ion's light went out, turning black as the city appeared populated by the wealthiest residents of Baldur's Gate to crumble and sink below the horizon- a horrific image and heavily patrolled by the Watch. The villa's location that Reya has been unable to get out of her mind.
She is marked on map 1. The villa connects with the dungeon and stood, then took it upon herself to lead a group of fear- sewer complex shown on map 1. The characters might want to visit Vanthampur Villa ful refugees west to Baldur's Gate. If they managed to sneak inside, but they didn't get far before take Amrik prisoner, they can count on Reya Maotle- a group of Flaming Fist soldiers confronted them.
The refugees scattered, and Reya soon found herself cor- morn to keep a close eye on him. She's been a Twenty guards of the Watch vigilantly are posted at wanted fugitive ever since. She's are accompanied by a prisoner or a known fugitive s uch investigating a rumor that Thavius Kreeg, the high as Reya Mantlemorn.
Any character without a badge is overseer ofElturel, is in the city. Reya hasn't confirmed questioned and required to pay a gate toll of 2 cp. The Vanthampur estate is located the gate, fearing he might be hurt. She aims to question him about the veracity of Thalamra Vanthampur is a cunning, devil-worshiping the rumor. She is barrel-bodied, She simply wants answers regarding what happened to with strong hands and forearm s that speak to her begin- Elturel.
If it's possible to save the city, the Hellrider is nings as a manual laborer. Her youth was spent in the prepared to do whatever it takes to do so. As for Baldur's cellars and sewers of Baldur's Gate, repairing pipes and Gate, she could care Jess what happens to it.
Thalamra rose from such rats eat it," she says scornfully. Now s he dresses in the finery that takes a liking to them immediately. Once she realizes suits her station as a duke of Baldur's Gate.
Duke Ulder Ravengard to fulfill her ultimate goal of lf the characters reveal that they're working for the becoming the new grand duke of Baldur's Gate. When Flaming Fist, Reya draws her longsword in a panic, not engaged in political matters, she conducts her most expecting to have to defend herself.
Characters can allay secret business in the dungeon complex below her villa. In the interests of full disclosure, Reya admits that dead husbands was kind enough to give her a son. Her she's being hunted by the Flaming Fist for an "unfortu- oldest boy, Thurstwell, is a pale and sullen recluse in his nate altercation" that wasn't entirely her fault.
A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. She has no friends in Baldur's Gate, and Thurstwell's real problem is that his mother doesn't she can't reach Vanthampur Villa in the heavily guarded see him as her successor, and is grooming Amrik to fill Upper City without help.
She does her best to aid the that role. Despite his jealousy, Thurstwell would never party, as long as the characters' actions and decisions visit harm upon Amrik for fea r of incurring his mother's lead her closer to discovering the truth of what hap- wrath. Mortlock is a different matter, as it's been made pened to Elturel. Once the city's fate becomes known to abundantly clear that Thalamra would disown him had her, Reya leaps at any chance to rescue the city from the she not agreed to the dying wish of her third husband to Nine Hells.
But if The last member of the Vanthampur family is Slobber- running her becomes too much of a burden for you, see chops, a mean-looking tressym winged cat with a bob- if one of the players wants to run Reya as a secondary tail and numerous battle scars. Characters who encoun- character. You can provide the consenting player with a ter Slobberchops can try to befriend it see area VS.
YARD Nine lawful evil human guards patrol the yard in three Vanthampur Villa is a stately stone edifice with a groups of three. When the characters first arrive, these detached stable house.
Both buildings have sloped groups are located at the points marked "Vl" on map rooftops covered with red clay tiles. A foot-high 1. Lanterns hanging along The guards attack anyone who trespasses onto the the wall's interior are lit at dusk and extinguished at estate without the consent or prior notification of Duke dawn to illuminate the yard and villa at night.
The wall Vanthampur or one of her sons. If the characters have features three wooden gates- the main entrance and a Amrik or Mortlock with them, they can convince either coach gate to the south, and a postern gate to the north.
Other- The villa's wooden doors and lead-framed windows wise, the characters need to kill the guards or sneak aren't locked, and the Vanthampurs employ guards to past them. The guards are too well paid to accept bribes, patrol the yard see area Vl. The guards live elsewhere and they have no respect for the Flaming Fist. To sneak and change shifts every six hours. This check is made The Vanthampurs employ four full-time live-in servants with advantage at night or in fog.
A 3-foot-square flagstone in the southwest Ambra is a recent hire to replace the previous maid, corner of the stable doubles as a hidden trapdoor in the whom Duke Vanthampur threw down the stairs for floor. Any character who searches the area finds the breaking a vase. He ushers them in if they are expected, but turns them away otherwise. Describe this area to the players as follows:. Apart from the main entrance, this room has two exits. A plaster shelf lined with ornate vases circles the room at a height of nine feet.
Spread across the flagstone floor is a ten-foot-wide, fifteen-foot-long rug of exquisite design, depicting a royal coronation. Two tapestries hanging on the walls depict a dragon flying over a ship and pilgrims on camels, respectively.
Four invisible imps lurk among the vases on the high shelf, one in each corner. The vases, rug, and tapestries are valuable art objects, though they don't go well together. Each of the sixteen vases weighs 2 pounds and is worth 25 gp. The rug weighs 50 pounds and is worth gp. Each of the two tapestries weighs 5 pounds and is worth 75 gp. Nothing of value is kept here. Gabourey doesn't like other people in the kitchen while she works.
A dumbwaiter with a manually Senses passive Perception 15 operated rope-and-pulley system allows meals to be Languages Common, Elvish, Infernal delivered to Duke Vanthampur's bedroom area Vl 7. Dark Devotion. Thurstwell has advantage on saving throws Slobberchops the tressym see page for its stat against being charmed or frightened.
Thurstwell is a 2nd-level spellcaster. His spellcast- loyalty to the Vanthampur family, and detests Thurstwell ing ability is Wisdom spell save DC He has the following cleric spells prepared: and his imp spies.
The tressym befriends any character who feeds it, following that character around the house Cantrips at will : guidance, sacred flame see "Actions" below , and using its Detect Invisibility trait to warn of invisible thaumaturgy imps nearby.
Sacred Flame Cantrip. Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him.
The target V7. The to sit in an austere, high-backed chair facing a pair of staircase to the north descends 15 feet to area VlO. A hidden compart- Five lawful evil human guards stand watch here- one ment in the left armrest of the duke's chair contains a by each door. They attack anyone not accompanied by silvered dagger. A character who examines the chair can a Vanthampur fam ily member. If they hear trouble else- locate the hidden compartment with a successful DC 12 where, the guards can't be surprised, but they stay put Wisdom Perception check.
Com- Thin drapes cover the windows to diffuse the natural bat here alerts Thurstwell Vanthampur in area V A crenelated stone battlement encloses this balcony Treasure. A tapestry hanging on the north wall de- overlooking the front yard. It's a foot drop from the picts burning angels falling from the sky into a pit of fire. T he tapestry weighs 5 pounds and is worth gp.
Read the fol- footed iron bathtub, and a fireplace. If alerted to intruders, ThurstweU ing table surrounded by eight high-backed chairs carved has locked the puzzle box in the iron chest and tucked to look like devils. A fireplace dominates one wall, flanked the key into his robe pocket. A handsome, glass-doored Thurstwell commands several imp spies who enter and leave his room through the chimney, but only one wine cabinet stands against one wall. This imp is invisible, lurks in the fireplace, and attacks Perched on the chandelier are three invisible imps anyone who threatens Thurstwell.
A rope-and-pulley Thurstwell greets intruders in the most uncivil fash- mechanism allows the chandelier to be lowered and ion-by casting sacred flame at the nearest one. On the raised. The rope is tied around a hook mounted on the same turn, he casts sanctuary on himself as a bonus east wall near the wine cabinet. The characters are very well developed. The whole story is written in a very vivid way. The story takes you to many different settings such as the heights of mount Aventine, the city of magic and illusion, and even the underground kingdom of Xoroth.
You get to travel on the back of a minotaur, swim with mermaids, and climb the sides of huge mountains. This is because the pdf format allows you to open the file in any text editor like Notepad or WordPad. You can modify the title, table of contents, and page layout in your own preferred style without having to worry about a dozen of minor errors found in other formats. However, the story is not all good as it seems.
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