L6. TAVERN LOUNGE
This tavern lounge fills an entire deck and is lit by oil
lanterns hanging from the 8-foot-high ceiling by 1-foot-
long chains. The windowless deck contains a bar,
couches, coffee tables, and tables where patrons can so-
ciaJize and gamble. Three of Laraelra's bouncers (thugs)
stand in plain view across the deck.
Amrik Vanthampur (see the accompanying stat
block) has turned a pair of couches and a coffee table
near the aft wall into his personal office. He runs a
moneylending business from this location, and many
of his regular clients are down-on-their-luck gamblers
who can't cover their debts. In exchange for this space,
Amrik pays for the wine that is delivered to the Low
Lantern, making Laraelra's business profitable.
Thirty-three-year-old Amrik sits alone on the star-
board couch, his feet on the table and his eyes on the
room. He keeps the port couch open for clients and
employs two bodyguards. Kasharra, a spined devil,
perches on the back of Amrik's couch. Vhaltus, a sleepy-
eyed lawful evil human thug with red hair in a ponytail,
sits at the closest end of the bar. Vhaltus carries a small
sack containing 150 gp, which Amrik loans to clients.
If he thinks his life is in real danger, Amrik detonates a
concealed smoke bomb before fleeing up the stairs, leav-
ing his bodyguards to cover his escape.
Amrik loves to exchange pleasantries over drinks be-
fore conducting business. He has trained Laraelra's staff
to recognize a variety of innocuous hand gestures that
signal them to deliver drinks to the table. If he wants
poison added to his clients' drinks, he has a secret sign
for that. Hidden behind the bar is a small bottle con-
taining four doses of torpor (see "Poisons" in chapter
8 of the Dungeon Master's Guide), which the kenku
bartender can use to spike drinks when Amrik gives
the signal.
L7. GUEST CABIN
This guest cabin is not currently occupied. Its furnish-
ings include a bed, a wardrobe, an empty desk, and a
chair. An oil lantern hangs from a rusty hook bolted
to the mast.
The Jock on the cabin door has rusted to the point of
being useless, but the desk chair can be wedged under
the doorknob to keep the door from being opened. If
the chair is so used, opening the door requires a suc-
cessful DC 13 Strength (Athletics) check and makes a
lot of noise.
L8. SLEEPING QUARTERS
This area is prone to leaks. as the ship's hull is mostly
submerged at this level. Puddles of water collect in
areas where the floor has bowed, and the whole space
reeks of vomit and urine.
Four alcoves here are set with cheap cots where
drunks can sleep off their hangovers. In the bow are
four hammocks that serve a similar purpose. At any
given time, ld4 unconscious commoners can be found
throughout this area, sleeping off the effects of a too-
wild night. If the characters wish to rob them, each com-
moner has a belt pouch containing ld6 sp and 2d6 cp.
DEALING WITH AMRIK
Unless the characters attack him at once, Amrik as-
sumes they've come to him for a loan. He is more than
happy to provide one, up to a limit of 150 gp (the amount
currently carried by his bodyguard VhaJtus). Amrik's
terms are simple: he expects repayment in a tenday and
charges 25 percent interest on the loan. As a member
of the influential Vanthampur family, Amrik has plenty
of muscle he can bring to bear against anyone who
defaults on a loan, and his family's influence extends
beyond Baldur's Gate.
The characters might try to secure a loan, with or
without the intention of paying it back. Characters who
plan to rip off Amrik must succeed on a Charisma (De-
ception) check contested by Amrik's Wisdom (Insight)
check, as described under "Contests" in chapter 7 of the
Player's Handbook.
Characters can try to interrogate Amrik for informa-
tion, but he's a practiced liar who won't incriminate him-
self or any family member he fears, including bis mother
and older brother. If the characters mention Mortlock,
Amrik accuses that "scar-faced hulk" of consorting
with the lowest of the low in Baldur's Gate to bring ruin
to their family. Amrik's utter disdain for his younger
brother is palpable, though he won't admit to his partjc-
ipation in a conspiracy to assassinate Mortlock. lf the
characters level accusations against him, Amrik tries to
shift the blame to Mortlock. Failing that, he invokes his
mother's name and reputation as a shleld, hoping the
characters will think twice about offending or harming
the favored son of Duke Thalamra Vanthampur.
Amrik never battles to the death, and he surrenders
if he can't fight, talk, or slither his way out of a perilous
situation. If the characters defeat Amrik's bodyguards
and take him prisoner, he does what he's told untiJ an
opportunity to escape presents itself. The staff of the
Low Lantern do not intervene.
If the characters kill Amrik aboard the Low Lantern,
Laraelra warns them that his death will incur the wrath
of Duke Thalamra Vanthampur. She suggests that they
Ree Baldur's Gate at once- before they end up as fish
food at the bottom of the harbor.
REYA MANTLEMORN
Before the characters leave the Low Lantern, a new ar-
rival greets them. Read the following to the players:
A cloaked figure approaches, armor clanking with each
step. One gloved hand rests on the hilt of a longsword.
The other pulls back a cowl to reveal the face of a teen-
ager with brown skin, red hair, and a haunting gaze.
The cloaked figure is Reya Mantlemorn, a lawful good
female human Hellrider (use the veteran stat block).
Reya speaks Common.
Born in the land of Turmish, Reya came to the holy
city of Elturel to train as a Hellrider when she was
twelve. As a faithful follower of Torm, Reya is prepared
and has trained to sacrifice herself for the greater good.
CHAPTER l J A TALE OF TWO CITIES
31