Descent into Avernus

(Jeff_L) #1

Any character who has been to Elturel or who suc-


ceeds on a DC 15 Intelligence (History) check knows


that "the Companion" referred to in the song is the


name given to the artificial sun that bums over El-


turel, protecting the city and its surrounding lands


against undead.


Characters who speak to Alan after hearing the song


can ask him about it, since he speaks Elvish in addi-


tion to Common. However, he was so surprised by the


c hange in lyrics that he remembers only parts of it. The


spirit will sing the song a second time, but only if an elf


or half-elf pleads with it to do so and succeeds on a DC


10 Charisma (Persuasion) check.


One word from the song sticks in Alan's memory:


"Hell riders." Characters might recall Captain Zodge
using the term to describe the knights of Elturel. Alan


and most other residents of Baidu r's Gate use the word


similarly. Any character who has been to Elturel or who


succeeds on a DC 20 fntelligence (History) check recalls


that the Hellriders were so-named long ago when they
descended into the Nine Hells on horseback to fight dev-
ils. Most of them never returned. It's possible that one of
Alan's other patrons knows this bit of history.


WITH FRIENDS LIKE THESE


Characters who wait for Tarina's pirate friends find their
patience rewarded in due time. Read the following to the
players when it's time for the pirates to arrive:

Eight motley humans saunter into the tavern. The leader
is a brawny man with a cloudy right eye, a cruel sneer,
and a pirate's swagger. The others are an unsavory,
rowdy bunch who act as if they own the place.
"We're looking for an old friend of ours," says the
dead-eyed man. He sniffs the air. "Goes by the name
'Tarina,' or so I'm told. Loves to cheat at Baldur's Bones."

Captain Murosko Sessprin was killed during a mutiny


six months ago, leaving his ship- the Uncivil Serpent-


under the command of Sessprin's treacherous first


mate, a scoundrel named Lekard "Dead-Eye" Cadavrus.

Dead-Eye is a neutral evil bandit cap tain whose


cataract-clouded right eye inspires his nickname. He


doesn't like to bathe, and his breath smells like rotting


fish. He's joined by a gang of seven bandits who share


his evil disposition.


Dead-Eye offers a tall glass of ale to anyone with infor-
mation on Tarina's location, and several tavern patrons

are quick to accept the offer. Characters can confront


the pirates if they wish, but Dead-Eye won't let them


stand between him and his revenge. Two pirates watch

the exit to make sure Tarina can't escape while the oth-


ers attack anyone who gets in Dead-Eye's way.


Dead-Eye tries to kill Tarina on sight. Neither Alan

nor the bouncers intervene in the fight unless one or


more staff members become involved in it. Other pa-


trons stay out of the fight as much as possible, though a


character can attempt to bribe one friendJy or indifferent


NPC to join in as an action. With a successful DC^15


Charisma (Persuasion) check or a Charisma (Decep-


tion) check if the offer is not genuine-the NPC accepts


the bribe, rolls initiative, and joins the fray on its next

turn, siding with the characters until the fight ends. The


check is made with advantage if the promised payment

is worth^10 gp or more. Dead-Eye can use the same tac-


tic, swaying tavern patrons to his side with coin.


The characters can try to bribe Dead-Eye into leaving


the Elfsong Tavern without his vengeance satisfied, but


he demands 5,000 gp in coins or goods for his trouble. If


characters claim to have the money or goods elsewhere,


he laughs at them and says he doesn't place any stock in


their words. He's far too suspicious to be fooled by so ob-


vious a deception, and he can't bring himself to believe


that anyone would value Tarina's life so highly.


TREASURE


Tucked in Dead-Eye's vest is a pouch containing^32 gp

and 15 sp. He also wears two gold neckJaces (25 gp


each) and a blackened gold ring with a white pearl set


in it (125 gp). Each of the other pirates carries a pouch


containing ld6 sp.


Dead-Eye·s ship, the Uncivil Serpent, is moored at


the end of a dock on the east side of the harbor. Eleven


bandits guard it, and no treasure is kept aboard. If the


characters dispose of all the pirates, the ship is theirs


for the taking, though it requires a crew of twenty to


sail, and half or more of the crew must have proficiency


with water vehicles.

The Uncivil Serpent has the statistics of a sailing ship


(see chapter 5 of the Dungeon Master's Guide). If you
need a deck plan, use the ship map in appendix C of the

Dungeon Master's Guide. Although the ship is worth


10,000 gp intact, no one in Baldur's Gate wants to buy it


because of its infamous reputation.


WHAT TARINA KNOWS


Once her pirate friends are dealt with, Tarina shares the


following information with the characters:

"Several blocks northwest of here is a public bathhouse
with a walled garden and frolicking nymphs carved into
its front gates. Followers of the Dead Three have been
seen coming and going from the bathhouse, and I'm
told there's a secret door inside that leads to a dungeon.
That's where the killers are hiding."

If Tarina is killed, the characters can deliver her body to


Captain Zodge, who makes arrangements with a priest


to cast speak with dead on the corpse. Once the corpse


reveals what it knows, Zodge gives that information to
the characters.

With the knowledge provided by Tarina or her corpse,


the c haracters can head to the bathhouse and search for


the dungeon hidden below it. Make sure the characters

advance to 2nd level before continuing the adventure.


When the characters arrive at the bathhouse, proceed
with the "Dungeon of the Dead Three" section.

OHAPTF.R 1 I A TALE OF TWO CITIF.S 19
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