It is esigned for an adventuring party of four to six 1st-level characters,Use the first session of the game to help your players create their 1st-level characters. Just Click on the Button Given below. Disclaimer : We dont own this book. However, the story is not all good as it seems. Readers might find it boring because of the very short chapters. It seems like they only drag the book out for a couple of hundred pages instead of more like five hundred. I also felt that the descriptions of environments were often too large and the descriptions themselves could be boring too.
There are also times when the story includes scenes from other books, which I think is a great idea, but the difference it makes is minimal.
Burned torch stubs litter the floor of this hall, the western end of which is occupied by three six-foot-tall, painted wooden statues. Each statue stands atop a two-foot-high block of red stone, making it look taller and foreboding. The center statue resembles a heavily armored man whose face is hidden behind the fearsome visor of his helmet.
He's painted red except for his right gauntlet, which is black. Clutched in this gauntlet is a blood-red spear, pointed upward. The statue to the north depicts a purple-garbed male noble wearing a harlequin mask and holding a dagger behind his back. The statue to the south portrays a black-robed skeleton with its jaw opened wide and its bony hands outstretched.
These meetings are often contentious, though the followers of Bhaal and Myrkul usually bend to the whims of the more strategi- cally minded Bane worshipers. Each statue is solid wood and weighs pounds. A lf the characters rid the dungeon of the worshipers of statue can be knocked off its pedestal with a successful Bane, Bhaal, and Myrkul, any remaining followers of the DC 10 Strength Athletics check.
Dead Three avoid the dungeon and the bathhouse once Bane Statue. The statue of the armored man rep- they realize those locations are no longer safe. Its spear is real but nonmagical. The first As the characters exit the dungeon and leave the bath- time any humanoid comes within 5 feet of this statue, it house, they have one final encounter in the courtyard must succeed on a DC 12 Charisma saving throw or be area Dl. Read or paraphrase the following boxed text compelled to kneel. While kneeling before the statue, to set the scene: the creature can't move or take actions or reactions.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As you emerge from the bathhouse, five figures leap Bhaal Statue. This statue's harlequin mask is a sepa- down from the top of the courtyard wall to confront you. Anyone who desecrates this statue is cursed by the Lord of Bones.
Until the curse is ended dragon-like appearance. All five brandish curved steel with a remove curse spell or similar magic, the offender blades reminiscent of dragon claws. The dice game Baldur's Bones Guided by visions sent to them by Tiamat, the cultists is just as popular here as in other taverns throughout know when they're within 1, feet of her stolen loot. If Baldur's Gate see the "Taverns in Baldur's Gate" side- the characters took any of the treasure from area D30, bar, page Once they secure the dragon The Low Lantern's location is marked on map 1.
Describe the kill the Vanthampurs and anyone else in Baldur's Gate tavern to the players as follows: 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. Fog obscures the Low Lantern until you get within a If it's present when the cultists of Tiamat confront the hundred feet of it, whereupon its tall masts and creaking characters, the invisible imp in area Dl quietly observes bulk come into view.
The converted ship has rigging but the interaction before reporting back to Thurstwell Van- no sails, and is anchored to the wharf by thick chains.
A thampur at his family's villa. A lantern at the bow casts an eerie green light to signify that the tavern is open for business. 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 The Low Lantern is quiet during the day, with just a few Lantern.
The adventure assumes that the characters patrons drinking and gambling below decks. The place visit this location next. If the characters require an ad- comes alive at night, and is a popular site for conducting ditional incentive to go after Amrik, Mortlock assures clandestine meetings with some of the city's least scru- them that his mother values Amrik's well-being enough pulous inhabitants, including pirates and off-duty Flam- to negotiate for his release if the characters capture him.
He suggests that it would be most unwise to oppose a The owner and proprietor is Laraelra Thundreth. If the characters middle-aged female human mage known as ''the Cap- decide to attack Vanthampur Villa instead, skip to the tain" to her staff and regular patrons. Laraelra is neutral ''Vanthampur Villa" section page In public, Laraelra is often seen with her crab familiar perched on one shoulder. Characters who clear out the Dungeon of the Dead Three and read her spellbook.
These villains see appen- meals. At any given time, the staff includes two kenku dix D usually operate as mixed groups of Banites, Bhaa- bartenders and six bouncers human thugs.
The staff lites, and Myrkulites. Here are a few appropriate encoun- operates in three eight-hou r shifts, with one group leav- ters for a party of four or five characters of 3rd to 5th level: ing as the next shift arrives.
Abduction Squad for 3rd-level characters. An iron consul to lose. Patrons who are present during the characters' with two fists of Bane as bodyguards uses three night initial visit include the following: blades as scouts and assassins to pick off random passersby. A character who examines Aerith and Beldan chaotic good drow , awkward and a dead seagull and succeeds on a DC 13 Wisdom Medi- inseparable twins who left the Underdark in search of cine check ascertains that the bird was stung to death.
If they realize Amrik Low Lantern with Laraelra's consent. Characters look- is in danger, they swoop down to attack whoever ap- ing for him are directed to area L6. The imps otherwise avoid combat and turn invisible to avoid capture or death. This deck is littered with the corpses of ld4 dead seagulls see area L1 for more information. A staff member crawls to the end of the bow to douse the lantern, refill it The main deck of the old ship features wooden steps with oil, and relight it at highsun every day.
On warm, clear nights, Laraelra moves tables, chairs, that climb to the forecastle and aftcastle, and another set and lanterns onto this deck so that clients can drink and of stairs descending into the ship. A padlocked wooden gamble under the stars. Four dead seagulls lie on the deck and two The captain's wheel and rudder are gone, leaving holes and empty fixtures where they used to be.
As with area ravens squawk at you from the crow's nest, a forty-foot L2, Laraelra sometimes moves tables, chairs, and lan- clim b up the ship's rigging. Consequently, her cabin is unlocked. One of the bounc- ers in area LS keeps an eye on the door and roughs up anyone other than Laraelra who tries to open it. Describe the cabin's features to the players as follows:.
Near the foot of the bed rests an ornately carved sea chest sealed with a padlock. The chest's padlock can otherwise be picked with a successful DC 20 Dex- terity check made with thieves' tools. The chest contains a nice pair of boots, a bottle of fine wine 10 gp , a bundle of letters from an unnamed admirer, and Laraelra's spellbook. This is the busiest and noisiest part of the ship, and it reeks of sweat, cheap ale, rotting timbers, and old vomit.
My name is laraelra Thundreth, but folks Suave Defense. While Amrik is wea ring light or no armor and around here call me the Captain. If you're thirsting for a wielding no shield, his AC includes his Charisma modifier. Amrik makes three dagger attacks. Use the "Tavern Patrons" section earlier to flesh out the occupants of this area as needed. Amrik hurls a smoke bomb up to 20 feet one eager to play Baldur's Bones here.
The bomb explodes on impact, creating a cloud of black The tavern is lit by hanging oil lanterns and whatever smoke that fills a foot-radius sphere. The area within the natural light slips through the glass hatch and the ship's cloud is heavily obscured. A strong wind disperses the cloud, grimy portholes.
Those portholes are l 1il feet in diame- which otherwise remains until the end of Amrik's next turn. He is more than long chains. The windowless deck contains a bar, happy to provide one, up to a limit of gp the amount couches, coffee tables, and tables where patrons can so- currently carried by his bodyguard VhaJtus.
Amrik's ciaJize and gamble. Three of Laraelra's bouncers thugs terms are simple: he expects repayment in a tenday and stand in plain view across the deck. As a member Amrik Vanthampur see the accompanying stat of the influential Vanthampur family, Amrik has plenty block has turned a pair of couches and a coffee table of muscle he can bring to bear against anyone who near the aft wall into his personal office.
He runs a defaults on a loan, and his family's influence extends moneylending business from this location, and many beyond Baldur's Gate. In exchange for this space, without the intention of paying it back. Characters who Amrik pays for the wine that is delivered to the Low plan to rip off Amrik must succeed on a Charisma De- Lantern, making Laraelra's business profitable. He keeps the port couch open for clients and Characters can try to interrogate Amrik for informa- employs two bodyguards. Kasharra, a spined devil, tion, but he's a practiced liar who won't incriminate him- perches on the back of Amrik's couch.
Vhaltus, a sleepy- self or any family member he fears, including bis mother eyed lawful evil human thug with red hair in a ponytail, and older brother. If the characters mention Mortlock, sits at the closest end of the bar. Vhaltus carries a small Amrik accuses that "scar-faced hulk" of consorting sack containing gp, which Amrik loans to clients. Amrik's utter disdain for his younger concealed smoke bomb before fleeing up the stairs, leav- brother is palpable, though he won't admit to his partjc- ing his bodyguards to cover his escape.
He has trained Laraelra's staff shift the blame to Mortlock. Failing that, he invokes his to recognize a variety of innocuous hand gestures that mother's name and reputation as a shleld, hoping the signal them to deliver drinks to the table. If he wants characters will think twice about offending or harming poison added to his clients' drinks, he has a secret sign the favored son of Duke Thalamra Vanthampur.
Hidden behind the bar is a small bottle con- Amrik never battles to the death, and he surrenders taining four doses of torpor see "Poisons" in chapter if he can't fight, talk, or slither his way out of a perilous 8 of the Dungeon Master's Guide , which the kenku situation. If the characters defeat Amrik's bodyguards bartender can use to spike drinks when Amrik gives and take him prisoner, he does what he's told untiJ an the signal.
The staff of the L7. This guest cabin is not currently occupied. Its furnish - If the characters kill Amrik aboard the Low Lantern, ings include a bed, a wardrobe, an empty desk, and a Laraelra warns them that his death will incur the wrath chair. An oil lantern hangs from a rusty hook bolted of Duke Thalamra Vanthampur.
She suggests that they to the mast. Ree Baldur's Gate at once- before they end up as fish The Jock on the cabin door has rusted to the point of food at the bottom of the harbor.
Read the following to the players: lot of noise. One gloved hand rests on the hilt of a longsword. Puddles of water collect in The other pulls back a cowl to reveal the face of a teen- areas where the floor has bowed, and the whole space ager with brown skin, red hair, and a haunting gaze.
Four alcoves here are set with cheap cots where drunks can sleep off their hangovers. In the bow are The cloaked figure is Reya Mantlemorn, a lawful good four hammocks that serve a similar purpose.
At any female human Hellrider use the veteran stat block. If the characters wish to rob them, each com- city of Elturel to train as a Hellrider when she was moner has a belt pouch containing ld6 sp and 2d6 cp. As a faithful follower of Torm, Reya is prepared and has trained to sacrifice herself for the greater good.
She watched in disbelief as the Compan- Vanthampur Villa is located in the Upper City, which is ion's light went out, turning black as the city appeared populated by the wealthiest residents of Baldur's Gate to crumble and sink below the horizon- a horrific image and heavily patrolled by the Watch.
The villa's location that Reya has been unable to get out of her mind. She is marked on map 1. The villa connects with the dungeon and stood, then took it upon herself to lead a group of fear- sewer complex shown on map 1. The characters might want to visit Vanthampur Villa ful refugees west to Baldur's Gate. If they managed to sneak inside, but they didn't get far before take Amrik prisoner, they can count on Reya Maotle- a group of Flaming Fist soldiers confronted them.
The refugees scattered, and Reya soon found herself cor- morn to keep a close eye on him. She's been a Twenty guards of the Watch vigilantly are posted at wanted fugitive ever since. She's are accompanied by a prisoner or a known fugitive s uch investigating a rumor that Thavius Kreeg, the high as Reya Mantlemorn. Any character without a badge is overseer ofElturel, is in the city. Reya hasn't confirmed questioned and required to pay a gate toll of 2 cp.
The Vanthampur estate is located the gate, fearing he might be hurt. She aims to question him about the veracity of Thalamra Vanthampur is a cunning, devil-worshiping the rumor. She is barrel-bodied, She simply wants answers regarding what happened to with strong hands and forearm s that speak to her begin- Elturel.
If it's possible to save the city, the Hellrider is nings as a manual laborer. Her youth was spent in the prepared to do whatever it takes to do so. As for Baldur's cellars and sewers of Baldur's Gate, repairing pipes and Gate, she could care Jess what happens to it. Thalamra rose from such rats eat it," she says scornfully. Now s he dresses in the finery that takes a liking to them immediately. Once she realizes suits her station as a duke of Baldur's Gate.
Duke Ulder Ravengard to fulfill her ultimate goal of lf the characters reveal that they're working for the becoming the new grand duke of Baldur's Gate. When Flaming Fist, Reya draws her longsword in a panic, not engaged in political matters, she conducts her most expecting to have to defend herself.
Characters can allay secret business in the dungeon complex below her villa. In the interests of full disclosure, Reya admits that dead husbands was kind enough to give her a son.
Her she's being hunted by the Flaming Fist for an "unfortu- oldest boy, Thurstwell, is a pale and sullen recluse in his nate altercation" that wasn't entirely her fault. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. She has no friends in Baldur's Gate, and Thurstwell's real problem is that his mother doesn't she can't reach Vanthampur Villa in the heavily guarded see him as her successor, and is grooming Amrik to fill Upper City without help.
She does her best to aid the that role. Despite his jealousy, Thurstwell would never party, as long as the characters' actions and decisions visit harm upon Amrik for fea r of incurring his mother's lead her closer to discovering the truth of what hap- wrath. Mortlock is a different matter, as it's been made pened to Elturel. Once the city's fate becomes known to abundantly clear that Thalamra would disown him had her, Reya leaps at any chance to rescue the city from the she not agreed to the dying wish of her third husband to Nine Hells.
But if The last member of the Vanthampur family is Slobber- running her becomes too much of a burden for you, see chops, a mean-looking tressym winged cat with a bob- if one of the players wants to run Reya as a secondary tail and numerous battle scars.
Characters who encoun- character. You can provide the consenting player with a ter Slobberchops can try to befriend it see area VS. YARD Nine lawful evil human guards patrol the yard in three Vanthampur Villa is a stately stone edifice with a groups of three. When the characters first arrive, these detached stable house. Both buildings have sloped groups are located at the points marked "Vl" on map rooftops covered with red clay tiles.
A foot-high 1. Lanterns hanging along The guards attack anyone who trespasses onto the the wall's interior are lit at dusk and extinguished at estate without the consent or prior notification of Duke dawn to illuminate the yard and villa at night.
The wall Vanthampur or one of her sons. If the characters have features three wooden gates- the main entrance and a Amrik or Mortlock with them, they can convince either coach gate to the south, and a postern gate to the north. Other- The villa's wooden doors and lead-framed windows wise, the characters need to kill the guards or sneak aren't locked, and the Vanthampurs employ guards to past them.
The guards are too well paid to accept bribes, patrol the yard see area Vl. The guards live elsewhere and they have no respect for the Flaming Fist. To sneak and change shifts every six hours. This check is made The Vanthampurs employ four full-time live-in servants with advantage at night or in fog.
A 3-foot-square flagstone in the southwest Ambra is a recent hire to replace the previous maid, corner of the stable doubles as a hidden trapdoor in the whom Duke Vanthampur threw down the stairs for floor. Any character who searches the area finds the breaking a vase. He ushers them in if they are expected, but turns them away otherwise.
Describe this area to the players as follows:. Apart from the main entrance, this room has two exits. A plaster shelf lined with ornate vases circles the room at a height of nine feet. Spread across the flagstone floor is a ten-foot-wide, fifteen-foot-long rug of exquisite design, depicting a royal coronation.
Two tapestries hanging on the walls depict a dragon flying over a ship and pilgrims on camels, respectively. Four invisible imps lurk among the vases on the high shelf, one in each corner. The vases, rug, and tapestries are valuable art objects, though they don't go well together. Each of the sixteen vases weighs 2 pounds and is worth 25 gp.
The rug weighs 50 pounds and is worth gp. Each of the two tapestries weighs 5 pounds and is worth 75 gp. Nothing of value is kept here. Gabourey doesn't like other people in the kitchen while she works. A dumbwaiter with a manually Senses passive Perception 15 operated rope-and-pulley system allows meals to be Languages Common, Elvish, Infernal delivered to Duke Vanthampur's bedroom area Vl 7.
Dark Devotion. Thurstwell has advantage on saving throws Slobberchops the tressym see page for its stat against being charmed or frightened. Thurstwell is a 2nd-level spellcaster.
His spellcast- loyalty to the Vanthampur family, and detests Thurstwell ing ability is Wisdom spell save DC He has the following cleric spells prepared: and his imp spies. The tressym befriends any character who feeds it, following that character around the house Cantrips at will : guidance, sacred flame see "Actions" below , and using its Detect Invisibility trait to warn of invisible thaumaturgy imps nearby. Sacred Flame Cantrip. Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him.
The target V7. The to sit in an austere, high-backed chair facing a pair of staircase to the north descends 15 feet to area VlO. A hidden compart- Five lawful evil human guards stand watch here- one ment in the left armrest of the duke's chair contains a by each door.
They attack anyone not accompanied by silvered dagger. A character who examines the chair can a Vanthampur fam ily member. If they hear trouble else- locate the hidden compartment with a successful DC 12 where, the guards can't be surprised, but they stay put Wisdom Perception check. Com- Thin drapes cover the windows to diffuse the natural bat here alerts Thurstwell Vanthampur in area V A crenelated stone battlement encloses this balcony Treasure. A tapestry hanging on the north wall de- overlooking the front yard.
It's a foot drop from the picts burning angels falling from the sky into a pit of fire. T he tapestry weighs 5 pounds and is worth gp. Read the fol- footed iron bathtub, and a fireplace. If alerted to intruders, ThurstweU ing table surrounded by eight high-backed chairs carved has locked the puzzle box in the iron chest and tucked to look like devils.
A fireplace dominates one wall, flanked the key into his robe pocket. A handsome, glass-doored Thurstwell commands several imp spies who enter and leave his room through the chimney, but only one wine cabinet stands against one wall. This imp is invisible, lurks in the fireplace, and attacks Perched on the chandelier are three invisible imps anyone who threatens Thurstwell.
A rope-and-pulley Thurstwell greets intruders in the most uncivil fash- mechanism allows the chandelier to be lowered and ion-by casting sacred flame at the nearest one.
On the raised. The rope is tied around a hook mounted on the same turn, he casts sanctuary on himself as a bonus east wall near the wine cabinet. The cabinet contains a set of eight red while the imp defends him. If taken prisoner, he whines crystal goblets 25 gp each and sixteen bottles of wine. The his time, hoping his captors get in over their heads and last bottle is laced with midnight tears, a tasteless poi- afford him a chance to escape.
If interrogated, be offers son see "Poisons" in chapter 8 of the Dungeon Master's the following information in exchange for his release: Guide. She and the former high overseer of Elturel are plotting to seize control of Baldur's Gate. A powerful keeping this hall dark and cool. Unless otherwise occu- devil named Gargauth is trapped in the shield, and has pied, Fendrick Gray, the venerable butler, paces the hall vowed to help the Vanthampurs conquer Baldur's Gate with a lantern while the maid, Ambra Fallwater, dusts if released.
Thavius Kreeg is confident that he can de- see "Servants," page A wooden staircase at the vise a way to release Gargauth from the shield. The duke insisted that Thavius let the fam- tries, paintings, and alabaster busts on pedestals meant ily safeguard the item while he studies the shield.
The duke bought the pieces thinking them to be valuable art objects, but all are knockoffs ac- Treasure. The infernal puzzle box is a new magic item quired from dubious sources. The haphazardly assem- described on page Each puzzle box is unique in bled collection is a testament to bad taste. This particular box belongs to Thavius Kreeg Wax Statue. A 6-foot-tall wax statue in one corner and was entrusted to Duke Vanthampur for safekeeping.
The tressym has a to Thurstwell-supposedly her smartest son- to see if wax rat in its mouth. Visitors who enter the gallery from he could open it, but he's had no luck so far. Thurstwell the foyer area V3 are often startled by the statue be- can be threatened into relinquishing the box, or it can cause of its location just inside the door and its lifelike easily be taken from him.
However, opening the box is appearance. Falaster Fisk,. The box bolds a copy of the contract Thavius forged with Treasure. The chest weighs 6S pounds and is trapped Zariel to doom the city or Elturel. It contains three thin, black-covered The padlock on the chest can be picked by a character ledgers with entries written in Infernal records or Duke with thieves' tools who succeeds on a DC lS Dexterity Vanthampur's legitimate business dealings , a set of check.
The chest weighs SO pounds and contains a jum- calligrapher's supplies lS gp , a poisoner's kit SO gp , a ble of wrinkled garments, red wax candles, quills, blank coin pouch made from a sheep's bladder containing 22 sheets of parchment, and jars of ink. The chest has a false bottom underlaid with potion ofhealing, as well as a black-covered tome titled metal springs. The combined weight of the items in the Apocalypto- a poetic prophecy by an unknown author chest holds the false bottom down, but if three or more envisioning the end of the multiverse worth SO gp.
The Vl4. The clawed feet, and a night table. The chest weighs 2S cloud is stationary and lasts for 1 minute, or until it's pounds and contains a few drab garments made for a dispersed by a strong wind. Any creature that starts its man of Mortlock's size, a few worthless personal effects, turn in the cloud must succeed on a DC 13 Constitution and a stuffed troll doll from Mortlock's childhood.
A three-foot-wide, six-foot- candlesticks atop it. Other furnishings include three tall mirror is mounted to the east wall opposite the fire- bookcases and a freestanding suit of black plate armor place. The mirror's varnished wooden frame is carved topped with a bucket helm and equipped with a long- with images of rats, ravens, and spiders. A wrought-iron spiral staircase Treasure.
Amrik's chest contains neatly folded and leads up to area V This tiny box contains a gold ioned on Avernus. The construct understands Infernal signet ring S gp bearing the Vanthampur motto, "Stone but can't speak, and it is immune to the following spells: hearts never bleed. The only creatures permitted in this area are Duke Vanthampur Vl6.
If any other creature enters the room un- This room contains a vanity topped with a framed oval escorted, a fiery orange light fills the helmed horror's mirror, bottles of perfume, brushes, cosmetics, needles, hollow interior as it attacks. The helmed horror pursues and spools of thread. Other furnishings in the room intruders beyond the room, returning here only after the include a folding wooden partition adorned with a bird trespassers leave the villa or are hacked to pieces.
Duke Vanthampur abhors reading but with corsets and fine clothes, and a decorative gold rug keeps a modest library of fin e literature for the sake of laid out in front or three unlocked wooden chests. One appearances. Her study contains two hundred books. A chest is full of shoes, another conta ins three old bridal character who spends 1 hour sifting through the collec- gowns, and the third contains seasonal hats.
You can play Descent on this website so you don't need to download and install the game on your computer. You can download the full version of Descent from the download store listed below. For every sale we receive a small fee from the download store which helps us to keep this free website alive. Thank you and have fun!
0コメント