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