4-0
clothing fit for a noble of her stature and carries no
weapons. However, she possesses magical powers
bestowed upon her by Zariel, her infernal patron. Any
intrusion is greeted with hostility, and the duke is not
squeamish about smashing foes with her bare bands if
she finds herself in melee. Don't forget her Hellish Re-
buke reaction, which she can use twice per day (but only
once before her next turn).
If she is reduced to fewer than half her hit points,
Thalamra tries to escape through the nearest secret
door that isn't blocked. She either moves to area V36 or
attempts to Hee via area V27. Proud to a fault, she would
rather die than surrender or be taken prisoner-and
she happily watches any of her sons die before con-
senting to ransom demands. When death finally takes
her, Thalamra's dying words to her killers are, "See
you in hell."
Thalamra keeps two keys in a pocket of her dress.
One key unlocks the chest in her bedroom (area V17);
the other key unlocks the door to the vault (area V36).
Obsidian Altar. The black altar weighs 800 pounds
and has tiny Infernal runes carved in a ring around the
nine-inch-tall, angel-shaped flame erupting from its top.
This Harne bears only a vague resemblance to Zariel.
Defacing any of the altar's runes extinguishes the flame
and causes the altar to crack in two.
V29. PRISON
Read the following boxed text when the characters open
the door to this room:
A broad-shouldered figure with purple skin and a beard
of writhing snakelike tentacles stands in the middle of a
room lined by iron doors, tightening its grip on a glaive
as it glares at you through the darkness. Each door is
set with a small barred window, and a ring of keys hangs
from the creature's belt.
The prison guard is a bearded devil named Thoss,
which attacks anyone it perceives as an intruder or a
threat. Characters disguised as cultists can try to dupe
Thoss into allowing them to interrogate or release pris-
oners (see the "Disguised Characters" sidebar on page
39). The keys dangling from the devil's belt unlock
the cell doors.
Two of the cells (your choice) contain prisoners. The
other four cells are empty, though captured characters
might end up here (see the "Imprisoned Characters"
sidebar). If you need to introduce a new party member
to replace one who died, that character can begin the
adventure locked in one of the empty cells.
Falaster Fisk. The first prisoner is a short, lean,
erudite male human in his fifties named Falaster Fisk.
Originally from Calimshan, Falaster is a neutral spy
with no weapons. He speaks Common and Infernal,
wears an ankle-length caftan, and has dark hair. His
neatly trimmed goatee beard is dyed crimson.
Fa laster works for Sylvira Savikas, a tiefling expert
on the Nine Hells currently based in Candlekeep. When
Thavius Kreeg arrived in Baldur's Gate a few days
CHAPTER I I A TALF OF TWO CITIES
ago, it didn't take Falaster long to hear rumors that the
Vanthampurs were sheltering him. Falaster tried to find
out why and was caught. He can provide his rescuers
with the following useful information:
• "Sylvira Savikas is a sage who operates out of Candle-
keep. A good friend of mine! She's been monitoring
devil activity in Baldur's Gate and Elturel for months."
• "Sylvira is convinced that Thavius Kreeg struck a bar-
gain with an archdevil, and that a copy of the contract
he signed is hidden inside a magic puzzle box. She
asked me to help her obtain proof of Kreeg's crimes."
• "Sylvira is no friend ofThavius Kreeg's. She thinks
she can open his puzzle box, and is willing to pay for
it- in gold or magic items.''
If released, Falaster helps the characters as best he
can while staying out of harm's way. Expecting that he
might be caught, he obtained and memorized a floor
plan of the dungeon under Vanthampur Villa. He can
thus lead his rescuers to secret rooms (areas V28 and
V34) and the Vanthampurs' vault (area V36).
Satiir Thione-Hhune. The second prisoner is a fit,
aristocratic human woman in her seventies named Lady
Satiir Thione-Hhune. Born into the rich and politically
powerful Hhune patriar family, Satiir is a neutral evil
noble with no weapons or armor (AC 11). She was kid-
napped by the Vanthampurs to be used as leverage in
the event that the Hhunes find out who stole the Shield
of the Hidden Lord from their family's crypt.
Unknown to the Vanthampurs, Satiir is a member of
a secret evil order whose members call themselves the
Knights of the Shield, and who are the self-appointed
guardians of the Shield of the Hidden Lord. Sailir
doesn't speak of the shield. Instead, she tells her rescu-
ers that the Vanthampurs were planning to use her to
keep the Hhunes from opposing Duke Vanthampur's
bid to become the new grand duke. If Satiir is allowed
to escape, she informs her family and associates that
the Vanthampurs stole the shield, destroying Duke Van-
thampur's political future in Baldur·s Gate. The charac-
ters might encounter more of Satiir's friends on the way
to Candlekeep (see "Knights of the Shield," page 44).
V30. BARRIER OF IRON BARS
This sewer tunnel slopes down gradually toward the
south, channeling water and sewage into the city's
sewer system. The tunnel is blocked by a 10-foot-square
barrier composed of vertical iron bars with 6-inch
gaps between them-enough room for a rat to saunter
through, but too narrow for normal-sized characters to
squeeze through. The bars are embedded deep into the
stone of the floor and ceiling.
IMPRISONED CHARACTERS
If the characters are defeated in Vanthampur Villa or the
dungeon below, you can have the bad guys stabilize dying
party members, strip them of their gear (which is stored
in area V28), and lock them in the prison (area V29). This
alternative to a "total party kill" scenario affords Duke
Thalamra Vanthampur and her cultists the opportunity to
interrogate the characters and find out what they know. It
also sets up the possibility of a prison break.