Descent into Avernus

(Jeff_L) #1

UPPER CITY RANDOM ENCOUNTERS


d20 Encounter

1-6


7-10
11-16
17-20

No encounter
Harmless interaction (roll on table A)
Denizens (roll on table B)
Threat (roll on table C)

TABLE A: UPPER CITY HARMLESS INTERACTIONS


dl 2 Interaction
A pallid maid wearing the livery of House Bormul
stumbles into a party, whispers "not ... shellfish,"
and passes out.
2 A smirking valet eyes the party, slips over, and hands
them an elegant crimson envelope: an invitation to a
gathering at Eomane House.
3 A wide-eyed, fast-talking priest of Gond laments that
a thief stole her designs for a "pocket clock." She
describes the thief as a tall, perfume-scented man in
black wearing a red scarf.
4 A chatty stranger, Ellyn Harbreeze, invites the party
to tea at Harbreeze Bakery, eager to gossip with
them.
S A merchant giving away samples of her wares offers
each party member a free cigar.
6 A street artist offers to sketch one of the characters
for the modest fee of 3 copper pieces. The sketch
isn't particularly good.
7 A priest ofTymora approaches the party, offering
them a small sum to help do a good deed for a poor
family at the Lady's Hall.
8 Ominous, disembodied whispers reach the party's
ears. The whispers lead to Hhune House.
9 The wizard lorroakan approaches the party, offering
them pay and free waterproofing for their clothing if
they help him clean out the cluttered upper Aoors of
Ramazith's Tower.
10 Yvandre Rillyn asks if a party member really knows
how to use a distinctive weapon they carry. If so , she
asks them to be a guest teacher at the Rillyn School.
11 One random character is struck by a kite. The kite is
being Aown by a young boy belonging to a wealthy
patriar family. One of the boy's nine bodyguards
checks to make sure the character is okay.
12 A shady broker claims to know exactly what the party
needs, leading characters to the Undercellar to show
them a selection of interesting but shady goods.

magically spew acid at attackers if the city should ever
fall under siege.

Citadel Gate. The only entrance to the Watch's fortress,


Citadel Gate nestles into the Upper City's landward

wall. The Watch maintains a small cavalry, nominally


for defense and crowd control, but primarily for pa-
rades, honor escorts. and other ceremonial functions.
Because of this, the Citadel maintains the only stable
within the city walls.

TABLE B: UPPER CITY DENIZENS


dlO Denizens

2
3
4

2d4 Watch guards who demand to see strangers'
passage tokens
ld4 acolytes of Gond or Tymora
2d6 patriar servants (commoners) on errands
1 patriar (human noble) and 6 personal bodyguards
(veterans)
S ld4 + l entitled young patriars (human nobles), each
with one personal bodyguard (thug)
6 ld6 visiting dignitaries (nobles) and 2d4 guards
7 ld4 High Hall messengers (scouts)
8 2d4 entertainers (commoners)
9 l Flaming Fist officer (knight) and 2d4 Flaming Fist
soldiers (veterans)
10 ld4 commoners who shouldn't be in the Upper City

TABLE C: UPPER CITY THREATS
dlO Threat

2
3

ld4 imps disguised as ravens
l gargoyle in the service of the Guild
ld6 giant centipedes from the sewers
4 1 d4 suits of animated armor that escaped from the
High House of Wonders
S l ochre jelly in a sewer grate
6 Dead Three abduction squad (see the "More Dead
Three Encounters" sidebar on page 28)
7 Dead Three murder squad (see the "More Dead
Three Encounters" sidebar on page 28)
8 ld4 doppelgangers
9 l serial killer (assassin) wanted by the Watch
10 2d4 kenku muggers in league with the Guild

Patriar Gates. The four gates known collectively as the


patriar gates-Gond Gate, Heap Gate, Manor Gate,


and Sea Gate-are smaller and are generally not ac-


cessible by the general public. They were built after
the construction of the Lower City walls and were
intended to offer patriars convenient access from their
homes to their business concerns and back. Privately

funded by the patriars, and thus serving as a display


of their personal success, these gates are more ornate


and tightly guarded than the public gates. Officially,


none may use them without bearing a patriar's livery

or letter of permission, although rumors persist that


Guild kingpins and veteran servants among several
patriar staffs know exactly which guards to bend. Re-

gardless, the visible double standard imposed at these


gates is a constant gall to Lower City residents forced


to take longer routes through the public gates because


they cannot use the ones in their own neighborhoods.


NEIGHBORHOODS


While most outsiders see only rampant luxury among


the Upper City's streets, the district's residents perceive

a wide spectrum of style and status. Wealth and taste as


much as location serve to divide the Upper City into a


variety of distinct neighborhoods.

BALDUR'S GATE GAZETTEER
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