shelter at one of the many bridge-top inns in Wyrm's
Crossing until morning.
The fortress has four levels: the bridge level, taken
up by the gauntlet tunnel and offices devoted to traffic
management; a second-story armory full of oil, javelins,
and everything the soldiers need to withstand a siege;
a third story for soldier's quarters; and a high-ceilinged
dungeon level below the bridges to hold temporary pris-
oners and the fortress's supply of small boats (should
the garrison need to sally through heavily fortified riv-
er-level gates). Soldiers stationed in the fortress tend
to fall into two categories: those disappointed at being
stuck on toll-collection duty so far from the city, and
those overjoyed at easy work and a chance to carouse in
Wyrm's Crossing, with the latter ensuring that the Fist
doesn't patrol their neighboring bridges too heavily.
The commander of Wyrm's Rock, an old brute named
Skorpin Crane, died in his sleep recently. Foul play was
ruled out, and Grand Duke Ulder Ravengard was in the
midst of finding Crane's replacement when he was lured
away on a diplomatic mission to Elturel. Until a replace-
ment is.found, the Mage Defender ofWyrm's Rock, a
neutral evil shield dwarf mage named Gardak Horn, has
taken command. The guards loathe Gardak because he
uses a homunculus to spy on them.
BEYOND BALDUR' S GATE
Use the following tables to determine who or what the
characters might encounter on the roads leading to and
from Baldur's Gate. Use these tables as often as desired.
ENCOUNTERS ON THE ROADS
d20 Encounter
l-4 No encounter
5-14 Travelers (roll on table J, then roll on table K to
determine the travelers' agenda)
l 5-20 Monsters (roll on table L)
TABLE J: TRAVELERS AROUND BALDUR' S GATE
dl 2 Travelers
3d4 local farmers or ranchers (commoners)
2 ld4 foreign merchants (commoners) and 3d6 g uard s
traveling in a caravan
3 ld6 scholars (commoners)
4 3d6 migrants or refugees (commoners)
5 2d4 Flaming Fist soldiers (veterans}
6 Family of l d4 patriars (nobles) in a coach pulled by
t wo d raft horses, with 2d6 guards on riding horses
providing escort
7 2 d 4 mercenaries for hire (thugs}
8 ld6 religious pilgrims (acolytes)
9 ld6 Guild agents (bandits)
10 1 archmage accompanied by a shield guardian
l l ld6 entertainers (commoners)
12 1 gladiator leading an ox, which is hauling a prison
wagon that contains a medusa wearing a burlap
hood over her head and shackles on her wrists
TABLE K: TRAVELERS' AGENDA
dl 0 Heading to Baidu r's Gate to ...
l make money selling goods they consider exceptional
2 find a patron fo r a new artistic or business venture
3 warn the authorities of a possible threat to the city
4 seek innovations from the Church of Gond
5 buy goods that a re illegal in other communities
6 resupply then head to a distant destination by sea
7 make money to travel e lsewhere by land
8 start an innovative business venture
9 buy a ra re text then travel on to Candlekeep
10 undertake a criminal venture with the Guild
TABLE l : MONSTERS AROUND BALDUR'S GATE
dl 2 Encounter
ld6 werewolves d isguised as human beggars or a
pack of wolves
2 2d4 s tirge s
3 ld4 ettercaps and ld4 giant spiders
4 3d6 kobolds
5 1 goblin boss and 3d6 goblins
6 l dryad and ld4 sprites lurking in a t ree
7 ld4 ankhegs that burrow up fro m the ground
8 1 basilisk
9 ld4 jackalweres disguised as human beggars,
entertainers, or merchants
10 1 hobgoblin captain and 3d6 hobgoblins
11 1 gnoll pack lord and 3d6 g nolls
12 1 wyvern
WvvERN
BAI.DUR'S GATE GAZETTEER
201