Descent into Avernus

(Jeff_L) #1

30


Medium humanoid (human), lawful evil

Armor Class 17 (leather armor, Charisma modifier)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR
12 (+ 1)

DEX
18 (+4)

CON
12 (+l)

INT
14 (+2)

WIS
14 (+2)

CHA
15 (+2)

Skills Acrobatics +6, Athletics +3, Deception +6, Insight +6
Senses passive Perception 12
languages Common, Infernal


  • Challenge 3 (70 0 XP)


Suave Defense. While Amrik is wearing light or no armor and
wielding no shield, his AC includes his Charisma modifier.

ACTIONS


Multiattack. Amrik makes three dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach^5 ft. or
range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage.

Smoke Bomb (1/Day). Amrik hurls a smoke bomb up to^20 feet
away. The bomb explodes on impact, creating a cloud of black
smoke that fills a 10-foot-radius sphere. The area within the
cloud is heavily obscured. A strong wind disperses the cloud,
which otherwise remains until the end of Amrik's next turn.

CHAPTER 1 I A TALE Of TWO CITIES

L4. LARAELRA' S CABIN


The lock on Laraelra's cabin door has rusted to the point


of being useless, and she hasn't bothered to replace it.


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:


This cabin is full of mismatched wooden furniture, in·
eluding a bed with posts carved to resemble mermaids, a
nightstand, a wardrobe, a writing desk with a fur-draped
chair, and a small dining table surrounded by four plain
chairs. Near the foot of the bed rests an ornately carved
sea chest sealed with a padlock.

Laraelra hides the key to the chest in the adjacent bed·


post, whose top unscrews to reveal the hidden compart-


ment where the key is sequestered. The chest's padlock


can otherwise be picked with a successful DC^20 Dex-


terity check made with thieves' tools.


ln addition to the items described under uTreasure"


below, the chest contains four flying daggers that attack


anyone other than Laraelra who opens the chest. Use


the flying sword stat block to represent the daggers, but


make these changes:


Each flying dagger is a Tiny construct with 7 (3d4) hit


points and a challenge rating of 1/8 (25 XP).


• Each flying dagger deals^3 (ld4 + 1) piercing


damage on a hit.


Treasure. 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. which con-


tains all the spells she has prepared plus identify, gust of


wind, magic weapon. sending, sleep. and tongues.


L5. TAPROOM AND GAMBLING HALL


This is the busiest and noisiest part of the ship, and it


reeks of sweat, cheap ale, rotting timbers, and old vomit.


Three bouncers (thugs) position themselves so they can


see everything that happens here. If Laraelra is not in


her cabin (area L4), she is seated at the short end of the


bar with her crab familiar on her shoulder.


Laraelra greets newcomers with a rehearsed speech:


"Well met! My name is laraelra Thundreth, but folks
around here call me the Captain. If you're thirsting for a
beverage or looking to gamble, you've come to the right
place, but watch your step. Things can get pretty messy
around here."

Use the "Tavern Patrons" section earlier to flesh out the


occupants of this area as needed. There's always some-


one eager to play Baldur's Bones here.


The tavern is lit by hanging oil lanterns and whatever


natural light slips through the glass hatch and the ship's


grimy portholes. Those portholes are l 1il feet in diame-


ter, with rusty latches on the inside that hold them shut.

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