Descent into Avernus

(Jeff_L) #1

A character can bend the bars w ith a successful


DC 25 Strength (Athletics) check, creating a gap


wide enough for a Medium or smaller humanoid to


squeeze through.


V31. VESTRY


Four wooden wardrobes stand against the walls in this


area. The cultists store their robes and masks in these


wardrobes before leaving the dungeon and returning
to the city above. The wardrobes along the west wall


stand empty. Characters who search the wardrobe on


the south wall find four sets of black robes and four gold


devil masks, as worn by the cultists encountered else-


where in the dungeon.


V32. CONNECTING TuNNEL


The dim light from two of the cultists' green-glass lan-


terns doesn't reach the ends of this corridor, creating


pools of darkness there. Two lawful evil human cult


fanatics guard the tunnel, one at each end. Characters


with darkvision or their own light sources spot the fa-


natics. Otherwise, the fanatics surprise the characters.

Each fanatic wears a black robe and a thin gold devil


mask similar to those worn by cultists in other areas.


Sounds of combat here alert the cultists in area V33,


who arm themselves but stay where they are.


V33. CULTISTS' QUARTERS


This room is lit by two tall wrought-iron candlesticks


each topped with nine flickering candles. Around the

room's perimeter are ten wooden bunk beds, next to


which are unlocked footlockers containing ordinary


clothes belonging to the cultists.


Ten cultists gather here, minus any cultists defeated

in area V22. These cult members are lawful evil hu-


mans wearing black robes and thin gold devil masks.


Some have dozed off, while others are sitting on their


beds, sharing rumors regarding Thavius Kreeg's hand
in the fall ofElturel and Duke Vanthampur's plans for

Baldur's Gate. These cultists show intruders no quarter.


Sounds of combat here alert the cult fanatics in area


V32, who investigate immediately.

V34. RITUAL CHAMBER


This room is hidden behind secret doors (see "Dungeon


Features," page 37), and its features are as follows:


This ten-foot-high vaulted chamber has a plaster ceiling
painted with images of terrifying winged devils looking
down on a symbol embedded in the room's floor: a circu-
lar disk of black stone inscribed with a nine-pointed gold
star. Four wrought-iron candlesticks bristling with unlit,
half-melted red candles surround the circle.

The cultists use this chamber to perform diabolical


rituals that duplicate the effect of a divination spell,


except that the spell's contact is a devil that manifests

as a pillar of smoke above the symbol on the floor. The


images on the ceiling are pit fiends, recognizable by any


character who succeeds on a DC 15 Intelligence (Reli-
gion) check.

V35. ThAVIUS KREEG'S QUARTERS


Describe this room to the players as follows:


Wrought-iron candlesticks topped with flickering candles
light this room, which is heated by a cast-iron stove with
clawed feet. Across from the crackling stove is a modest
desk with a matching chair. Other furnishings include
a small table and chair for dining, a bed, an iron chest
resting at the foot of the bed, and two tapestries: one
showing spirits rising as lemure devils from the River
Styx, and another depicting a dead man dangling like a
marionette from hooked chains.

Treasure. Thavius keeps a holy symbol of Torm (a


silver pendant shaped like a right-handed gauntlet on

the end of a silver chain) in the chest. The holy symbol is


worth 25 gp. The chest contains nothing else.


V36. VANTHAMPUR VAULT


The door to this room is locked (see "Dungeon Fea-


tures," page 37), and Duke Vanthampur has the only


key. The door can be unlocked from the inside with-


out the key.
When the characters open the door to the vault, read

or paraphrase the following boxed text to set the scene:


This room contains four wooden tables with two small
wooden coffers atop each one. Hanging on the wall op-
posite the door is a beautiful golden shield. Standing in
front of the sh ield is an old man in plain garments, carry-
ing a lit candlestick. As he turns to face the door, you see
that his shadow on the far wall doesn't match his form,
but appears to be the shadow of a pudgy, horned fiend
with small wings.

The man is Thavius Kreeg (see his stat block on page


42), the former high overseer of El tu rel. Formerly

a priest of Torm (god of courage and self-sacrifice), he


lost his spellcasting ability when he abandoned his faith


and now only pretends to worship that deity. The shield


hanging on the wall behind him is the Shield of the Hid-


den Lord, which is depicted and described in appendix


C. Thavius has been speaking to Gargauth, the fiend im-


prisoned in the shield, and has concluded that the shield

is responsible for much of the rampant avarice and mal-


ice in Baldur's Gate. Given time, Thavius thinks he can


use the shield to drag Baldur's Gate down into Avernus.


Thavius craves power and the appreciation of his

hellish masters. However, he abhors violence and avoids


combat whenever possible. He sheds crocodile tears


for Elturel, claiming that he was visiting a parish a few

miles outside the city when it disappeared, and express-


ing horror in response to the city's fall. Neither story


holds up under scrutiny.

Thavius also lies about his relationship with Duke


Vanthampur. He claims the duke's guards captured him


shortly after his arrival in Baidu r's Gate, and that the

CHAPTER l I A TALE OF TWO CITIES
41
Free download pdf