Descent into Avernus

(Nancy Kaufman) #1

The figures are four human cultists of Tiamat Jed by a


male human cult fanatic named Ultiss. These chaotic


evil worshipers ofTiamat have been sent by Arkhan


the Cr uel (see chapter 3) to retrieve the treasure stolen

from the dragon queen's hoard on Avernus by agents


of Zariel-treasure given to Duke Vanthampur and her


sons to buy the loyalty of the Dead Three followers.


Guided by visions sent to them by Tiamat, the cultists


know when they're within 1,000 feet of her stolen loot. If


the characters took any of the treasure from a rea D30,


the cultists attack them to get it back. Otherwise, the


c ultists demand that the characters stand aside and not


meddle in their business. Once they secure the dragon


queen's lost treasure, the cultists plan to hunt down and


kill the Vanthampurs and anyone else in Baldur's Gate


considered to be an agent of Zariel. Cultists who s urvive


th is encou nter can show up at a later time to help or hin-


der the characters, at your discretion.


If it's present when the cultists of Tiamat confront the


characters, the invisible imp in area Dl quietly observes


the interaction before reporting back to Thurstwell Van-

thampur at his family's villa.


WHERE NEXT?


Convinced that his two older brothers conspired to kill


him, Mortlock Vanthampur urges the characters to cap-

ture or kill Amrik at a dockside tavern called the Low


Lantern. The adventure assumes that the characters


visit this location next. If the characters require an ad-


ditional incentive to go after Amrik, Mortlock assures


them that his mother values Amrik's well-being enough


to negotiate for his release if the characters capture him.


He suggests that it would be most unwise to oppose a


duke of Baldur's Gate without leverage. If the characters


decide to attack Vanthampur Villa instead, skip to the

''Vanthampur Villa" section (page 32).


Having conquered the Dungeon of the Dead Three,

the characters should advance to 3rd level before


they head off to the Low Lantern or Vanthampur Villa.


MORE DEAD THREE ENCOUNTERS
Characters who clear out the Dungeon of the Dead Three
might encounter more servants of Bane, Bhaal, o r Myrkul
in other parts of Baidu r's Gate. These villains (see appen-
dix D) usually operate as mixed groups of Banites, Bhaa-
lites, and Myrkulites. Here are a few appropriate encoun-
ters for a party of four or five characters of 3 rd to 5th level:
Abduction Squad (for 3rd-level characters). Four fists of
Bane, t hree night blades, and two necromites ofMyrkul
try to capture one or more city residents, in the hopes of
torturing or ransoming them.
Murder Squad (for 4th-level characters). An iron consul
with two fists of Bane as bodyguards uses three night
blades as scouts and assassins to pick off random
passersby. A skull lasher of Myrkul provides magical
support, casting darkness spells to confound foes and
facilitate escape.
Revenge Squad (for 5th-level characters). A black gauntlet
of Bane comes after the characters with two reapers of
Bhaal and a master of souls, who commands an undead
force of six skeletons or four zombies.

CHAPTER l I A TALE OF TWO CITIES

Low LANTERN


The Low Lantern is an aging, three-masted merchant


ship permanently docked on t he east side of the harbor.


Far past the point of being seaworthy, the vessel was


converted into a tavern and gambling house that is


open all day and night. The dice game Baldur's Bones


is just as popular here as in other taverns throughout


Baldur's Gate (see the "Taverns in Baldur's Gate" side-


bar, page 16).

ABOUT T H E TAVERN


The Low Lantern's location is marked on map 1.1 (page


13), while map 1.4 shows its interior. Describe the


tavern to the players as follows:


Fog obscures the Low Lantern until you get within a
hundred feet of it , whereupon its tall masts and creaking
bulk come into view. The converted ship has rigging but
no sails, and is anchored to the wharf by thick chains. A
wooden staircase climbs from the wharf's edge to the
main deck. A lantern at the bow casts an eerie green light
to signify that the tavern is open for business.

The Low Lantern is quiet during the day, with just a few


patrons drinking and gambling below decks. The place


comes alive at night, and is a popular site for conducting

clandestine meetings with some of the city's least scru-


pulous inhabitants, including pirates and off-duty Flam-
ing Fist mercenaries.

The owner and proprietor is Laraelra Thundreth. a


middle-aged female human mage known as ''the Cap-


tain" to her staff and regular patrons. Laraelra is neutral
and doesn't concern herself with the private affairs of

her cliente/e, nor does she mind when visitors get rowdy


or turn violent-as long as they're wilLing to pay for dam-


ages afterward. In public, Laraelra is often seen with


her crab familiar perched on one shoulder. From dawn


till noon, she retires to her cabin (area L4) to eat, rest.


and read her spellbook.

The Low Lantern serves drinks and snacks, but no


meals. At any given time, the staff includes two kenku


bartenders and six bouncers (human thugs). The staff


operates in three eight-hour shifts, with one group leav-

ing as the next shift arrives.


TAVERN PATRONS


The Low Lantern attracts the city's least affluent resi-


dents, as well as foreign merchants and sailors with coin


to lose. Patrons who are present during the characters'


initial visit include the following:

• Grimboot (lawful evil duergar), a gruff, cross-eyed leg


breaker who collects debts for the local thieves' guild

• Hitoshijade (neutral human commoner), a drunken


sailor from a merchant ship called the Golden Gull,


owned by the Irlentree patriar family


• jorunn Nighbury (neutral human commoner), a shy


horse breeder e mployed by the Belt patriar family but


burdened by gambling debt
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