Descent into Avernus

(Jeff_L) #1

1 square = 5 feet


M11P 1.G: U NDER THC VILLI'

The keys to open the cages' padlocks can be found in


area Vl8. A character with thieves' tools can also pick a


lock with a successful DC 15 Dexterity check. The locks


can't be picked from inside the cages.


Perched atop the cages are two invisible imps. When


no one else is around, the imps torment the prisoners


with idle threats and taunts, and the prisoners know


not to speak or cry out lest the imps sting them. The


imps avoid combat with well-armed intruders. If anyone


tries to free a prisoner, the invisible imp closest to that


prisoner slips through the bars of the cage and stings


the prisoner to death, turning visible as it does so. On its


next turn, the imp turns invisible and takes refuge above


the rafters.


Prisoners. The prisoner in the northern cage is


Shaleen Zoraz (neutral female human commoner), a


sewer maintenance supervisor who was backing an ef-


fort to extend the Lower City's sewer system into the un-


derground space occupied by the Dungeon of the Dead


Three (see page 20). Duke Vantbampur plans to hold


Shaleen for a few days before letting her go. The imps


have so terrorized Shaleen that, if freed, she intends to


abandon her expansion plans and never say an unkind


word about the Vanthampurs for the rest of her life.


The prisoner in the southern cage is Kaejil Orunmar


(neutral evil male human commoner), a tax collector


who has been giving the Vanthampurs a hard time.


Once Duke Vanthampur is satisfied that no one import-


ant will miss him, she plans to kill Kaejil and feed his re-


mains to the rats in the city sewers. If freed, Kaejil plans


to leave Baldur's Gate and never r eturn.


UNDER THE VILLA


As the minister responsible for the city's sewer system,


Thalamra Vanthampur cordoned off the sewers beneath


her villa, creating a private dungeon complex where she


could conduct religious ceremonies and harbor guests


who s hare her devotion to the archdevil Zariel.


DUNGEON FEATURES


The dungeon is remarkably clean and kept in excellent


condition. Its common features are s ummarized here.


Lit Tunnels. Tunnels a re 9 feet high and have curved


ceilings. Oil lanterns fitted with thick panes of green-


tinted glass hang at regular intervals on 1-foot-long


iron chains. Each lantern sheds dim light in a 10-


foot radius.


Iron Doors. Doors are made of riveted iron plates, with


iron handles and well-oiled hinges. Some doors have


locks or barred windows set into them, as noted in the


text. A character can use thieves' tools to pick a door's


lock with a successful DC 15 Dexterity check. or force


open a locked door with a successful DC 24 Strength


(Athletics) check.


Surfaces a nd Secret Doors. The dungeon has brick


walls and stone-tiled floors. Rooms have 10-foot-high


plaster ceilings. Secret doors blend in with the sur-


rounding walls, but a character with darkvision or


sufficient light can find a secret door with a successful


DC 10 Wisdom (Perception) check.


CHAPTER I ( A TALE OF TWO CITIES
37
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