Descent into Avernus

(Nancy Kaufman) #1
MORTLOCK VANTHAMPUR
Medium humanoid (human), lawful evil

Armor Class 12
Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR
18 (+4)

DEX
14 (+2)

CON
17 (+3)

INT
10 (+O)

Skills Athletics +6, Intimidation +5
Senses passive Perception 11
Languages Common
Challenge 3 (700 XP)

WIS
12 (+l)

CHA
13 (+l)

Indomitable (2/Day). Mortlock can reroll a saving throw that he
fails. He must use the new roll.

ACTIONS
Multiattack. Mortlock makes two attacks with his greatclub.

Creatclub. Melee Weapon Attack: +6 to hit, reach 5 f t. , one
target. Hit: 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4)
bludgeoning damage if Mortlock has taken any damage since
his last turn.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (ldlO + 2) piercing damage.

CHAPTER l I A TALE OF TWO CITIES


next grand duke. If she gets her way, Baldur's Gate


will share Elturel's fate and get dragged down into the


Nine Hells."
"My mother is one of the three remaining members
of the Council of Four, which governs Baldur's Gate.

She was instrumental in convincing Ulder Ravengard


to travel to Elturel and meet with its high overseer,


Thavius Kreeg. With Ravengard gone, the Flaming
Fist is leaderless and vulnerable."

"The Dead Three cultists receive regular payments


from my brother, Amrik, who runs his own mon-


eylending business out of a tavern called the Low


Lantern. My mother doesn't expect much of me, but

she thinks the world of Amrik. He's always been her


favorite."

• "My oldest brother, Thurstwell, uses imps as spies


throughout the city. He has the bathhouse under sur-


veillance and probably knows you're here. He's very


sickly and seldom leaves our mother's estate."


• "If you've made it this far, you've ki lied most of the


leaders of the Dead Three cult. Without them, the cult


will break up. The cultists keep their treasure nearby."


(Mortlock points toward area D30.)


If the characters let him go, Mortlock hides in the city


until he can book passage on a ship and leave Baldur's


Gate. He has no intention of ever returning.


Mortlock is afraid to confront his mother or his broth-


ers. That said. a successful DC 14 Charisma (Persua-


sion) check can convince him to help the characters cap-


ture or kill Amrik at the Low Lantern (see page 28).


After doing so, Mortlock leaves the city as quickly as


possible to escape his mother's wrath.


  1. TIAMAT'S STOLEN TREASURE


A short flight of stairs climbs to a circular chamber


with four padlocked wooden chests piled in the middle


of it. The chests are locked, but characters might have


wrested the keys from the iron consul in area D12. A


character can also use thieves' tools to pick a padlock
with a successful DC 15 Dexterity check.

Treasure. Each chest weighs 25 pounds empty, and


all four contain loot stolen from Tiamat's hoard on

Avernus. This treasure was brought to Baldur's Gate by


devils in league with Zariel, and was given to the Dead


Three cultists by Amri k Vanthampur on behalf of his


mother, Duke Thalamra Vanthampur. The contents of


each chest are described below.


Chest 1 holds 4,500 cp and two red crystal vials with


gold stoppers (25 gp each). Each viaJ contains a potion


of fire breath. With the coins and vials inside, the chest


weighs 70 pounds.

Chest 2 contains ten eye agates (10 gp each) scattered


amid 1,250 sp. With the coins and gemstones inside, the
chest weighs 37 pounds.

Chest 3 contains a delicate porcelain dragon mask


(25 gp) resting on a bed of 2,400 cp and 500 sp. With


the coins inside, the chest weighs 55 pounds. The mask


weighs 1 pound.

Chest 4 contains a bronze crown with five spires (250


gp). Each spire is shaped and painted to resemble one of


the five kinds of chromatic dragons (black, blue, green,

red, and white). The crown weighs 2.-2 pounds.

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