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