TuURSTWELL VANTHAMPUR
Medium humanoid (human), lawful evil
Armor Class 9
Hit Points 5 (2d8 -4)
Speed 30 ft.
STR
7 (-2)
DEX
8 (-1)
CON
6 (-2)
INT
15 (+2)
WIS
17 (+3)
CHA
12 (+l )
Skills Deception +3, Insight +5, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Elvish, Infernal
Challenge 1/8 (25 XP)
Dark Devotion. Thurstwell has advantage on saving throws
against being charmed or frightened.
Spe//casting. Thurstwell is a 2nd-level spellcaster. His spellcast-
ing ability is Wisdom (spell save DC 13). He has the following
cleric spells prepared:
Cantrips (at will): guidance, sacred flame (see "Actions" below),
thaumaturgy
lst level (3 slots): command, detect evil and good, sanctuary
ACTIONS
Sacred Flame (Cantrip). Flame-like radiance descends on one
creature Thurstwell can see within^60 feet of him. The target
must succeed on a DC^13 Dexterity saving throw or take 4 (ld8)
radiant damage, gaining no benefit from cover.
CHAPTER 1 I A TALE OF TWO CITIES
V3. FOYER
If the characters knock on the front doors, the butler,
Fendrick Gray (see "Servants," page 33), makes his
way here from area VlO to greet them. He ushers them
in if they a re expected, but turns them away otherwise.
Describe this area to the players as follows:
Apart from the main entrance, this room has two exits. A
plaster shelf lined with ornate vases circles the room at
a height of nine feet. Spread across the flagstone floor is
a ten-foot-wide, fifteen-foot-long rug of exquisite design,
depicting a royal coronation. Two tapestries hanging on
the walls depict a dragon flying over a ship and pilgrims
on camels, respectively.
Four invisible imps lurk among the vases on the high
shelf, one in each corner. The imps swoop down to
attack anyone they perceive as intruders, including char·
acters who have Mortlock or Amrik as a prisoner.
Treasure. The vases, rug, and tapestries are valuable
art objects, though they don't go well together. Each of
the sixteen vases weighs 2 pounds and is worth^25 gp.
The rug weighs 50 pounds and is worth^250 gp. Each of
the two tapestries weighs 5 pounds and is worth^75 gp.
V4. SERVANTS' QUARTERS
This undecorated room contains four single beds and a
dining table for the manor's servants. The servants keep
spare uniforms and other personal belongings in draw·
ers under their beds. Nothing of value is kept here.
V5. KITCHEN
Pleasant aromas fill this a rea throughout the day as
cook Gabourey D'Vaelan (see "Servants," page 33)
prepares meals for the Vanthampurs and their staff.
Gabourey doesn't like other people in the kitchen while
she works.
Pots, pans, and cooking utensils dangle above three
wooden preparation tables in the middle of the room,
and shelves are lined with bowls, platters. herbs,
spices, and dried goods. A dumbwaiter with a manually
operated rope-and-pulley system allows meals to be
delivered to Duke Vanthampur's bedroom (area Vl 7). A
tiny bell near the dumbwaiter rings whenever the duke
wants food sent up to her.
Slobberchops the tressym (see page 241 for its stat
block) prowls the kitchen, killing rats and eating what-
ever Gabourey drops on the floor. Slobberchops bas no
loyalty to the Vanthampur family, and detests Thurstwell
and his imp spies. The tressym befriends any character
who feeds it, following that character around the house
and using its Detect Invisibility trait to warn of invisible
imps nearby.
V6. PANTRY
Food and drink is stored on shelves in this musty room.