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MAP 1.s. V ANTHAMPUI! VIL.LA
ABOUT THE VILLA
Vanthampur Villa is a stately stone edifice with a
detached stable house. Both buildings have sloped
rooftops covered with red clay tiles. A 12-foot-high
stone wall encloses the villa. Lanterns hanging along
the wall's interior are lit at dusk and extinguished at
dawn to illuminate the yard and villa at night. The wall
features three wooden gates- the main entrance and a
coach gate to the south, and a postern gate to the north.
The villa's wooden doors and lead-framed windows
aren't locked, and the Vanthampurs employ guards to
patrol the yard (see area Vl). The guards live elsewhere
and change shifts every six hours.
SERVANTS
The Vanthampurs employ four full-time live-in servants
(all neutral human commoners):
• Fendrick Gray, a decrepit seventy-year-old butler
• Sarvinder Peck, a salty fifty-two-year-old
groundskeeper and stable master
• Gabourey D'Vaelan, a fussy thirty-five-year-old cook
• Ambra Fallwater, a plainspoken nineteen-
year-old maid
Ambra is a recent hire to replace the previous maid,
whom Duke Vanthampur threw down the stairs for
breaking a vase.
VILLA LOCATIONS
The following area descriptions are keyed to map 1.5.
[l~~Oowo to VIS
Tower
Second Floor
VI. YARD
Nine lawful evil human guards patrol the yard in three
groups of three. When the characters first arrive, these
groups are located at the points marked "Vl" on map
1.5, and are circling the yard counterclockwise.
The guards attack anyone who trespasses onto the
estate without the consent or prior notification of Duke
Vanthampur or one of her sons. If the characters have
Amrik or Mortlock with them, they can convince either
of the duke's sons to talk them past the guards. Other-
wise, the characters need to kill the guards or sneak
past them. The guards are too well paid to accept bribes,
and they have no respect for the Flaming Fist. To sneak
past a group of guards, each character must succeed on
a DC 13 Dexterity (Stealth) check. This check is made
with advantage at night or in fog.
V2. STABLE HOUSE
This stone building contains stables for four draft
horses. plus a fully equipped smithy with an anvil and
a hearth. Sarvinder Peck (see "Servants" above) can
be encountered here, making and fitting new shoes for
the horses.
Trapdoor. A 3-foot-square flagstone in the southwest
corner of the stable doubles as a hidden trapdoor in the
floor. Any character who searches the area finds the
trapdoor with a successful DC 15 Wisdom (Perception)
check. The stone covers a brick-walled shaft and a
wooden ladder that descends 15 feet to area V27 of the
dungeon. If the Vanthampurs need to flee the dungeon,
they can use the trapdoor to reach their horses quickly.
CHAPTER I I A TALE OF TWO ClTlES
33