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.
- 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,