Side Quests Notice Board

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The document discusses various quests, bounties, encounters, and establishments in and around Baldur's Gate. It warns that reading the document could curse the reader and transport them to Baldur's Gate.

The disclaimer warns that reading the document could curse the reader and transport them and anyone within 30 feet to the sewers of Baldur's Gate, which is described as too dangerous for a normal person with threats like giant mushrooms and undercooked crab meat.

Some of the quests mentioned include bodyguards needed, giant crab infestation, grave requests, monster hunters, and ruins exploration.

Table of Contents

Chapter One: Quests................................................3


Bodyguards!.................................................... 4
Buying Corpses!............................................. 5
Floating Castle!............................................... 6
Gate Guards Needed!..................................... 8
Giant Crab Infestation!.................................. 12
Gigantic Mushroom!...................................... 13
Grave Request!............................................... 16
Monetary Distress!......................................... 17
Monster Hunters!........................................... 20
Package Delivery!........................................... 24
Rescue my Brother!........................................ 25
Revenge and Extermination!......................... 28
Ruins Exploration!......................................... 31
Seeking Healers!............................................. 34
The Teeth Killer!............................................ 37
Umber Droppings!......................................... 39 @squirrelgolem

Chapter Two: Bounty Hunts................................42


Hunter's Estate..................................................43
The Bounties.....................................................45 Credits
Roshbar the Hammerer...............................46 Writing, Art Design, Layout: Christian Eichhorn
Abbie Walker.................................................47
Editing: John Parker
Vivienne Byshey............................................49
Cover & Map Illustrator: Christian Eichhorn
Oran................................................................50
Character Illustrator: Daniel Comerci
Aidrid..............................................................51
Kordin the Black............................................53
Rimebeard......................................................54 Disclaimer: I have never visited Baldur's Gate, nor do I ever plan to. Going
from what I have written, it is simply too dangerous for a mere mortal.
Gleda d'Harcourt...........................................55 Gigantic mushrooms with deadly spores, ancient horrors, and undercooked
crab meat? Count me out! However, this will not stop me from sending you
and your players into this realm of magic, no. You are exactly right in thinking
Chapter Three: Random Encounters. ...............56 that; this document is cursed, and reading it extends the curse to you. After
starting the session, all creatures within 30 feet of you are teleported to
Table of Contents - Encounters......................57 Baldur's Gate, appearing in an unoccupied space in the sewers.
Encounters.........................................................58 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
Chapter Four: Establishments. ............................71 of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. This work contains
Upper City.........................................................72 material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement
Lower City.........................................................73 for Dungeon Masters Guild. All other original material in this work is copyright
2019 by Christian Eichhorn and published under the Community Content
Outer City..........................................................74 Agreement for Dungeon Masters Guild.

Appendix........................................................................75 All character art by Daniel Comerci – danielcomerci.com | some altered


Chapter One: Quests
"For adventurers who want to travel and To run these quests, you ideally need a copy of the
witness the world's wonders, Baldur's Gate
Player’s Handbook (PH), the Dungeon Master’s Guide
is pure poison. There is too much to see and
too much to do, and you might never leave
(DMG), the Monster Manual (MM), and Volo’s Guide to
again after you set foot inside!" Monsters (VGtM).

The Parisian quay in Rouen by Johannes Bosboom


— Elminster Aumar The quests offer balancing suggestions when
necessary and can be tackled with parties of different

T
he following quests are perfectly suited
levels. To facilitate on-the-fly balancing, which
for a campaign set in Baldur's Gate, like
considers number and level of all characters, a new
Descent into Avernus. However, nothing
metric called PowL (Power Level) is introduced. To
speaks against using these quests in any other city
calculate the PowL of a group, add the levels of all
or context since the accompanying notes do not
characters then multiply the total by the number of
explicitly reference Baldur's Gate.
characters. For example, a group consisting of one
Do not despair if the characters cannot solve one of 3rd and two 4th level characters has a PowL of 33.
the quests. There are always more to tackle, and some This number is then called on to calculate the CR or
they might revisit at a later point! number of enemies.
3 Chapter 1 | Quests
Bodyguards!
Additionally, Valory carries a bag of holding with
Need last minute protection for a business her, in which she hides two flasks of holy water, two
meeting. The pay is handsome. flasks of alchemist’s fire, one potion of healing, ten
Ask for Valory La Forge in the stakes, a dagger, and her trusty stake cannon. The
Barnacle & Beans Inn. stake cannon counts as a heavy crossbow, with which
Valory is proficient. Against vampires, it deals an
extra 1d4 force damage and scores a critical hit on a
roll of 19 or 20.
Background
The Job. Valory La Forge (neutral good female
The Meeting
human cult fanatic) is a vampire hunter. She has Flanked by the characters, Valory enters the Golden
sniffed out a vampire spawn in the city which she Goose and proceeds to a private room. The restaurant
plans to kill this night. The vampire spawn is head of has prepared a few choice edibles and refreshments.
a small, independent guild who dabble in extortion Valory prompts the characters to try the food before
and compulsory bloodletting. Pretending to be a the meeting starts. After 10 minutes, the vampire
wealthy merchant planning to arrange an attack spawn Karl von Lohenstein arrives. He has two
on a rival business, Valory set up a meeting. When bandits in tow, all dressed appropriately. Karl bows
the characters arrive, Valory is already disguised in before Valory and kisses her hand. The two sit down
preparation for the so-called the “business meeting.” and indulge in meaningless banter—the usual gauging
Her former bodyguards jumped ship when they heard of one’s mental capabilities. Meanwhile, the two
Valory is out for a vampire. Therefore, she doesn’t bandits whisper to each other, and giggle from time
tell the characters about the nature of the job, only to time; shooting strange glances to Valory and the
that things will likely go south pretty quickly, since characters.
she is meeting with a criminal. The promised reward
After 15 minutes, Valory stands up, turns to the
is 10 gp per character, and a bonus in case there is a
nearest character, and asks for the contracts the
fight.
character knows nothing about. While having her
“Prepare for everything. We head out in back to Karl, Valory pulls out the stake cannon from
the evening, do not be late. The meeting her bag of holding, turns around, and shoots at the
takes place in a restaurant not far from vampire spawn. The enemies retaliate and a proper
here; Golden Goose is the name. Also, I will fight breaks out.
be using a pseudonym. Call me Lily in the
presence of others.”
The Aftermath
Equipment. Valory wears business attire like you The restaurant staff is extremely displeased with
would expect of a wealthy merchant. She also wears Valory and the characters. If Valory survives, she
a wig of long, black hair. Without the wig, her head goes through Karl’s possessions and retrieves a
is shaven clean and covered in scars. A memento of a bag with 34 pp. She throws it to the characters as a
former “client.” reward and thanks them for their help.

4 Chapter 1 | Quests
Buying Corpses!
If the characters examine the undead corpses
working on the tomb and succeed on a DC 16
Do you possess corpses you no longer
Wisdom (Perception) check, they find two zombies
need? We collect dead bodies in good
that stick out. They move differently, are not missing
condition—all limbs attached or
any fingers, and their complexions differ from the
included—and handsomely pay on top!
other zombies. If the characters talk to them, the
You can find us at our stand on the docks.
workers reveal that they are priests of Kelemvor
who are keeping an eye on Zedun. Robert and Paul
(lawful neutral male human acolyte) stand fast in
Background their belief that Zedun has evil within her heart and
Below the sewers, construction on a grand tomb are committed to stay undercover. The priests ask
has begun. To build a worthy resting place, many the characters to search Zedun’s room if they get a
undead workers excavate tunnels and chambers while chance. There must be something incriminating!
their master Zedun oversees the project. Zedun the Zedun knows very well that two of her workers
Necromancer (neutral female human necromancer aren’t zombies. She enjoys watching them struggle
VGtM) sent her students Marcelina (neutral evil during their hard labor and hopes that she can turn
female half-elf cult fanatic) and Thornley (lawful them into proper zombies before too long. Zedun has
neutral male human cult fanatic) into the city to no interest in world domination, enslaving the living,
acquire more workers. or any other evil scheme. She only wants to build her
tomb and be left alone. She lives in a luxurious room
The Stand not far from the tomb to be.
When the characters arrive, either with or without
corpses in tow, they witness several people waiting Zedun’s Room
in line at Marcelina’s and Thornley’s stand. For Searching Zedun’s room and succeeding on a
each corpse, Thornley asks for the name of the dead DC 16 Intelligence (Investigation) check yields the
person, the cause of death, and the name of the characters her diary. A character who opens the
person delivering the corpse. Marcelina pokes the sentient diary must make a DC 18 Wisdom saving
corpses with a dagger to test if they are dead, then throw. On a failed save, the diary casts dominate person
Thornley issues a death certificate. For a fully intact at 8th level on the character. The diary then suggests
corpse, they pay 1 gp. For a corpse with severed but that the character prostrate themselves before Zedun
included limbs, they pay 2 sp. The students put the to confess their crime.
corpse on a stretcher, carry it into a nearby alley, and
throw it into the sewers. At the end of the day, Zedun Zedun just laughs about the incident and orders
reanimates the yield and puts the zombies to work. the book to command the character to help with the
construction for the remaining time of the spell.
Construction Site
The characters can find the construction site by “What a droll little thief. Do not worry, a
whit of hard labor will do you good!”
monitoring Marcelina’s and Thornley’s movements,
or by following Zedun who arrives at the end of the
day and raises the corpses.

5 Chapter 1 | Quests
Floating Castle!
The Quasits
This morning, a floating castle appeared Inside the castle, the characters encounter a number
high above the city. For now, there is no of quasits equal to 10% of their PowL (Power Level),
sign of hostile intentions nor any attempt rounded down, with a maximum of 15 enemies. To
at communication. It is advised to stay calculate the PowL, add the levels of all characters
clear of the vicinity until the matter is then multiply the total by the number of characters.
resolved. Visit Captain Kiyago in the
barracks for additional information. The quasits remain invisible to watch the characters
and wait for a chance to easily deal with them. For
example, if the characters split up or are in dangerous
situations, like climbing, the quasits strike. First, the
quasits toy with the characters. They make haunting
Background noises, throw debris on the characters from the
The castle belonged to a cloud giant, Riobar, who higher levels, and steal unattended items.
met his death in a lab accident. His corpse lies on
When the time for an attack comes, the quasits use
the top floor of the castle, in the chamber he used
hit-and-run tactics. They all attack one character then
for experiments. The cause of death was a violent
turn invisible again.
explosion. During the experiment, a number of
quasits entered the castle through a portal to the
The Castle
Abyss. The tiny demons trashed everything of
worth and made the castle their home. The castle There are three stories to the castle: A lower level
is currently adrift, leaving the area in a western with a living area and a small kitchen, a middle
direction. It remains above Baldur’s Gate for three level with a sleeping chamber, and a top level with
days. a laboratory. There are no stairs, only large holes in
the floors between the levels. The ceilings are 30 feet
Captain Kiyago is interested in sending scouts to high. All furniture and items are giant-sized.
the flying castle. If the characters have a way to fly
to the castle, which floats 1 mile above the city, and Ground Level
report back, they receive a reward of 500 gp. The place looks like a battlefield. The furniture
A character who succeeds on a DC 18 Intelligence lies in ruins, broken items litter the floor. A sweet
scent drifts in the air.
(History) check knows that cloud giants live and
travel in flying castles. The characters can reach the A character who succeeds on a DC 14 Intelligence
castle by using a fly spell or by turning into creatures (Investigation) check finds the following clues:
that can fly. If, in your world, Baldur’s Gate has access
to flying apparatuses like airships, Captain Kiyago ™™ Torn books written in Giant language. A
explains that all attempts to visit the castle with character who can read Giant finds that the books
airships failed. The ships were damaged by unknown are mostly specialized books for arcane magic
assailants—the invisible quasits—and were forced to and summoning. A character who succeeds on a
retreat. DC 16 Intelligence (Arcana) check learns that the
summoning of devils and demons is a major theme.

6 Chapter 1 | Quests
™™ Several torn portraits of giants. A character
Top Level

Mountain Landscape with Ruin by Louwrens Hanedoes


who succeeds on a DC 16 Intelligence (Nature) check
recognizes those portrayed as cloud giants. A partially destroyed corpse lies belly up on the
floor. Judging from the look and smell, it has been
Middle Level lying there for some time. Blackened holes in the
walls and ceiling allow a windy draft inside. One
The floor is covered in splintered wood, large part of the room is completely incinerated, the
feathers and down, originating from a giant surrounding stones partially melted.
bed which is completely ripped apart. Among the
rubble, you see thousands of reflective shards that A character who succeeds on a DC 12 Intelligence
cast a fractured light on the walls and ceiling. (Investigation) check finds the following clues and
items:
A character who succeeds on a DC 16 Intelligence
(Investigation) check finds the following clues and ™™ The corpse is partially eaten by beings with
items: small jaws.
™™ Riobar’s diary, written in Giant, which details ™™ A giant-sized small chest containing rods
various experiments with the goal of transporting the attuned to the Abyss, the Feywild, the Elemental
entire castle to different dimensions and planes. Plane of Fire, and Bytopia, each worth 250 gp.
™™ Small droppings in one corner of the room, ™™ A ring of protection on one of the giant’s fingers.
left behind by the quasits. A character who succeeds
on a DC 24 Intelligence (Arcana) check recognizes
the fiendish origin.

7
Gate Guards Needed!
Background

The Old Gate by Charles Leickert


Due to an inconvenient plague outbreak, Sergeant Zargosa (lawful neutral male human
the city watch is short on gate guards. veteran) of the Flaming Fist combats the labor
People with relevant skills, or anyone shortage with desperate measures. He accepts trainees
really, is welcome to apply for a guard job who can hold a sword, gives them a 1-hour crash
on a day-to-day basis. Report to Basilisk course in gate guarding, then sends them out into
Gate at your earliest convenience. the field. The field being the Basilisk Gate, which
separates the eastern Outer City slums from the
Lower City. The characters must inspect several
wagons and travelers during their shift, but only
those coming into the city.

8 Chapter 1 | Quests
Rewards Adventuring Group
The characters receive 1 sp each after a day’s shift. A band of foolhardy adventurers swaggers slowly
A character with the Criminal background, or a in your general direction. The well-armored
rogue, know that there’s much more to be earned by fighter has his thumbs tucked in the weapon belt
and chews on a stalk of grain. The huntress’s long
extortion of the petitioners.
hair is blowing in the wind; her piercing eyes
look right through you. The mage scrutinizes you
Gate Rules closely and already peruses his spellbook in eager
Sergeant Zargosa stresses the following rules the anticipation. The thief is nowhere to be seen.
characters must follow:
As is the tradition, the adventuring group attempts
™™ Sick people or animals are not allowed inside to enter the city without paying the fare.
and must be sent away.
™™ The fighter, Laslo Dragonbane (neutral good
™™ Adults must pay a fare of 1 sp, animals and male human knight), shows his muscles and makes
children 5 cp. No exceptions. a Charisma (Intimidation) check to convince the
™™ Merchants and traders must pay an additional characters to let them pass, or else.
2 gp market fee and receive a trade certificate that the ™™ The huntress, Marry Suave (chaotic good
characters issue. female human scout), attempts to ensnare one of the
™™ The characters must disarm, arrest, and search characters while rolling her eyes. Make a Charisma
suspicious people. If the characters confirm their (Persuasion) check for Marry to determine if she is
suspicion, they must bring the person inside for successful.
further questioning by Sergeant Zargosa. ™™ The mage, Harkonnen the Incinerator (neutral
™™ Sergeant Zargosa shows the characters the male half-elf mage), attempts to cast charm person
board with the wanted posters. If any of these people on the characters without them noticing. Make a
arrive at the gate, they are to be arrested immediately. Dexterity (Sleight of Hand) check and compare it
to the characters’ passive Wisdom (Perception) to
Gate Encounters determine if they notice.
Roll on the following table to determine who the ™™ The sneakthief, Noir Shadowblade (chaotic
characters must check in. Alternatively, play out all neutral female gnome spy), attempts to bypass the
encounters or pick the ones you and your players characters unseen. Make a Dexterity (Stealth) check
might enjoy most. and compare it to the characters’ passive Wisdom
Gate Encounters (Perception) to determine if they notice.
d10 Encounter
Combustible Freight
1 Pelt trader
2 Priest of Bhaal A wagon filled with what looks like sacks of flour
slowly rumbles through the street and finally
3 Drug runner comes to a halt in front of the gate. The rube on
4 Disguised duergar the wagon shouts down: “G’day and well met! I got
5 Combustible freight the flour for them bakeries.”
6 Desperate father Everything about the grain is in order. A character
7 Fruit trader who looks beneath the wagon or succeeds on a DC
8 Adventuring group 12 Intelligence (Investigation) check finds twenty jars
of alchemist’s fire strapped to the underside of the
9 Two halflings
wagon bed. The driver Konnar knows nothing and
10 Cormyrian trader
blames his master.
9 Chapter 1 | Quests
adamantine dagger. A character who succeeds on a
Cormyrian Trader
DC 15 Intelligence (History) check recognizes the
A caravan of a dozen wagons lines up in front weapon as one forged in the Underdark.
of the gate. A heavy-set man in fine clothes
cumbersomely dismounts his exhausted horse. It Drug Runner
is hard to watch, but eventually, he succeeds. The
man barrels towards you and introduces himself: A rowdy looking gnome on a mastiff comes up
“What a fine day we have and what a great city to the gate. His hair is dyed pink, and he sports
Baldur’s Gate is! My name is Obaram, and I am so several face tattoos. He throws you two silver
happy to make your acquaintance.” pieces and says: “You can keep the change.”

Obaram proceeds to shake hands with each of the Jop (chaotic evil male gnome spy) is a drug runner.
characters. The characters find a platinum piece in He has a bag of holding hanging from his mastiff’s
their hands after the handshake. If the characters saddle, believing no one will find the drugs inside.
search Obaram’s wares, they find that everything is A character who turns the bag of holding inside out,
in order and he pays what is due without complaint. or destroys it, reveals five large packages, filled with
Unless they create trouble for Obaram, he invites brown powder. Each package is worth 500 gp.
the characters to visit him at the market where they
receive a discount.
Fruit Trader
A wagon full of apples stops at the gate, and the
Desperate Father driver—a young woman with freckles—waves in
your direction with a big grin on her face.
A rider gallops through the street, throwing up
dirt and endangering the passers-by. He reins in The woman’s name is Rosa (neutral good female
his horse at the last second and screams at you: human commoner). She pays the fees without
“Please let me pass. I have to bring medicine to my
further ado, and offers the characters a free sample of
child!”
the apples. However, she hides her younger brothers
The rider, Jaquen, is telling the truth. He has in the back of the cart, tucked in beneath the apples.
medicine for his child, but spent all his coin on the A character who searches the cart and succeeds on a
ride to the city. Unless the characters let him pass, his DC 12 Wisdom (Perception) check finds them.
child will die. He promises to return with the fee once
he has delivered the medicine. Pelt Trader
Disguised Duergar A scarred man with several pelts slung across his
shoulders approaches the gate. The elf looks as
An old dwarf with a sizeable battleaxe trudges in if he has just left the woods for a short detour,
your direction. When he sees the gate, the dwarf completely dressed in leather and tanned hides.
squints his eyes, and opens his coin purse. “All
right ye sharks, what will it cost today?” The pelt trader is a wanted criminal called Aias
(chaotic evil male elf assassin) in disguise. He needs a
Grondlgrim (lawful evil male dwarf duergar) trade certificate for his next job and chose to enter the
is a mercenary and just wants to be left alone. To city properly to get his hands on one. Aias’s disguise
keep a low profile, he uses a hat of disguise to hide is very sophisticated, but a character who succeeds on
his duergar features. A character who examines a DC 18 Wisdom (Perception) check sees through it
Grondlgrim and succeeds on a DC 18 Intelligence and recognizes Aias from a wanted poster. Unless the
(Investigation) check sees through the disguise. characters tie Aias down somehow, he simply flees if
Searching Grondlgrim’s backpack reveals an the jig is up.

10 Chapter 1 | Quests
Priest of Bhaal Two Halflings

Kamperpoort in Zwolle, Gerard ter Borch


An old woman with a large walking stick, two A woman in a thick coat zigzags her way in your
heads taller than herself, slowly walks in your direction. It appears that she is completely drunk,
direction. Finally, she arrives, and asks for or at least disoriented, judging from her strange
entrance into the city. walking pattern.

The old woman is Alavara (chaotic evil female Fiona (neutral good female halfling commoner)
human priest), a priest of Bhaal. She pretends to be and Jake (neutral good male halfling commoner) are
a mundane lady and offers the characters cookies. A husband and wife. They live on the edge and attempt
character who searches her backpack and succeeds on to fool the characters into thinking they are but one
a DC 16 Intelligence (Investigation) check, finds her person. Fiona is on top, riding on the shoulders of
holy symbol that is sewn into the fabric. A character Jake. She does the talking and makes her best effort to
who succeeds on a DC 10 Intelligence (Religion) navigate Jake by stating what she will do and where
check recognizes it as the symbol of Bhaal, the god of she will be going. All characters with an Intelligence
murder. of 10 or higher see through the charade.

"Who goes there? Must have been the wind."


— Bewildered Guard

11
Giant Crab Infestation!
A character with a Strength of 12 or higher can
The exploding crab population have carry one giant crab to the Fire Breath. Other
made the river shores and harbor area a characters must succeed on a DC 14 Strength
danger zone. Now that the beasts threaten (Athletics) check. Renting a horse and wagon costs 5
our well-being and livelihoods, it is time gp.
to strike back! The Fire Breath Inn &
Tavern offers a bounty of five gold pieces Cook-Off
for each killed crab! Visit us for more
Preparing a giant crab for consumption is easy
information.
enough. Creating a formidable dish from the
delicious crab meat is a different beast altogether. A
character, or NPC, who decides to participate in the
competition must make the following checks:
Background
™™ An Intelligence check using cook’s utensils to
Giant crabs have become a nuisance to the city.
remember and adapt an appropriate recipe
They compete for fish with the citizens, damage
trading vessels and other boats, and generally pester ™™ A Dexterity check using cook’s utensils to
people who linger at the river shore. determine the quality of the cuts and processing
The proprietor of the Fire Breath Inn & Tavern, ™™ A Wisdom check using cook’s utensils to
Krox (lawful neutral male dragonborn commoner) determine the quality of the seasoning
pays 5 gp for the corpse of a giant crab, but up to 3 gp
less if it is missing a body part or is not edible. After Characters who are not proficient with cook’s
collecting the giant crabs, Krox plans to organize a utensils make the check with disadvantage. More
cook-off. He promises half of the revenue as cash than one character can help prepare a dish.
prize for the best prepared crab. He invites the All other competitors have proficiency with
characters to participate in both stages, hunting and cook’s utensils and do not make their checks
cooking. with disadvantage. They are a guard, a mage,
a priest, and a spy. Calculate the average of the
Hunting aforementioned checks and compare it to the other
The characters have 8 hours to hunt crabs before competitors. The person with the highest average
the cook-off starts. Despite their size, giant crabs are wins the competition.
stealthy beasts. Characters who scour the river shore
for giant crabs must succeed on a DC 14 Wisdom A large number of people gather, and happily
(Perception) check and search for 2 hours to find 1d4 indulge in the many cooked crabs. Three of the city’s
exemplars. Characters who search for giant crabs best cooks serve as judges for the competition. The
underwater find 1d10 exemplars after searching for 1 winner receives a prize of 351 gp on the next day.
hour. Consult Chapter 9 of the Player’s Handbook for
underwater combat if the characters go for the latter
option.

12 Chapter 1 | Quests
Gigantic Mushroom!
Upon returning to the Prime Material plane, the
demon works to destroy the city with the help of
Dear citizens, please stay clear of the Salathanchez’s magic mushroom.
giant mushroom that has appeared in
Sashenstar’s Garden. The authorities are Colorful toadstools already sprout on buildings in
aware of the problem and will deal with the vicinity of Sashenstar’s Garden. If left unchecked,
it accordingly. Interested adventurers and the mushrooms grow and ultimately destroy the
mercenaries, please report to buildings and poison the city dwellers.
Second Lieutenant Amy Farnsworth in
Second Lieutenant Amy Farnsworth tells the
the local barracks.
characters that they are desperate for help. The
guards attempted to infiltrate the mushroom, but
before they reached the site they collapsed, plagued
Background by strange visions and distorted perception. For now,
The giant mushroom is the vessel of two the guards evacuated the affected part of the city. If
planeswalkers. Salathanchez (chaotic neutral male successful, meaning removing the mushroom, the
human archmage) and his assistant Mortimer characters receive 1,000 gp.
(neutral good male human acolyte) recently visited
A rope attached to a trap door on the underside of
the 523rd layer of the Abyss to collect a special
the mushroom’s pileus allows access to the hollow
root, where a demon possessed Salathanchez.
interior.

1 square = 5 feet

Map 1.1: Salathanchez's Mushroom


13
Illusory Appearance The condition lasts for 8 hours, but can be ended
d20 Encounter early with a dispel magic spell. Illusory Spores counts
1 Cursing imp with two heads as a spell of 6th level.
2 Smoking walrus
Floor 1
3 Purple bear eating a carrot
Inside the giant mushroom, you find several
4 Medusa whose snakes make noises like a patches where more mushrooms grow. A staircase
hissing pressure cooker
in the center of the room leads further up,
5 Giant snail that leaves a rainbow trail presumably to the tip of this hollow shroom.
6 Three thri-kreens in one mantle
The characters can reach the first level of the
7 Yeti with umbrella
mushroom by ascending the rope. The patches
8 Orc in full body leather inside contain edible mushrooms exclusively, which
9 Baby dragon a character who succeeds on a DC 12 Intelligence
10 Speaking cucumber (Nature) check can ascertain. Several barrels
11 Snake that births snakes out of its mouth and crates contain horse manure and gardening
while speaking implements. Once the characters have a look around,
12 Scarecrow with pumpkin head eight manes appear out of thin air. Roll new
13 Coyote with a wineskin appearances for the characters and for the manes.
14 Lemure made of custard Spread them randomly across the room and let the
realization sink in that no character can tell the
15 A dwarf with two smaller dwarves for legs
monsters from their friends.
16 Shorn minotaur with sunburn
17 Frog with snowshoes Floor 2
18 Cat that speaks with speech bubbles After ascending the mushy staircase, you see
19 Barbarian who wears a giant fish onesie several barrels, crates, and workbenches. At one
20 Gnome on an exploding pogo-stick of the workbenches, you see a three-headed hyena
mixing some sort of potion.
Approaching the Mushroom The three-headed hyena is Mortimer (acolyte),
Illusory Spores. The possessed Salathanchez who is attempting to concoct some sort of remedy
performs a ritual that spreads magic spores in a for his possessed master. If the characters attack
1 mile radius around the mushroom. Characters Mortimer, he pleads for his life and begs the
approaching the mushroom must make a DC 17 characters to let him explain the situation. Mortimer
Constitution saving throw. On a failed save, they are makes clear that his master is an archmage and that
affected by a condition that continuously changes the characters have a snowball’s chance in hell if they
their appearance, using illusion magic. Every 10 attack him. However, by driving the demon out, they
minutes, the physical appearance of each affected have a chance.
character changes to a different creature. Roll on
Up until now, Mortimer’s mixtures were failures.
the Illusory Appearance table to determine the form
A character can attempt a DC 15 Intelligence check
the characters take or open the Monster Manual on a
using alchemist’s supplies to prepare the demon-away
random page to find a new form for the character. A
potion according to the supplied recipe. After three
creature can use its action to inspect a target affected
failed attempts, the character has consumed all the
by the illusory spores and make a DC 17 Intelligence
available ingredients and cannot attempt another
(Investigation) check. If it succeeds, it becomes aware
check.
that the target is disguised by an illusion.
14 Chapter 1 | Quests
The characters can leave the mushroom and buy
Amsterdam Cityscape by Jan van der Heyden

additional supplies, amounting to 50 gp per attempt.


Make sure to describe the city dwellers’ reaction to
the characters’ appearance once they enter the city.

Floor 3
Surrounded by books and arcane circles, you see
a stark raving mad wizard continuously weaving
strange magics. He giggles, dances, stumbles, and
mumbles. Colorful dust floats everywhere, bathing
the room in a kaleidoscope of colors.

Roll on the Illusory Appearance table to determine


an appearance for Salathanchez.

If the characters attack Salathanchez (archmage),


he casts time stop. He then casts cone of cold and as
many lightning bolts as possible before the time stop
ends. If anyone is still standing at this point, he casts
mage armor on himself and expends all attack spells
like magic missile before resorting to the fire bolt
cantrip.

Using an action, a character can throw the demon-


away potion at the possessed archmage. It expels the
demon, which immediately attacks the characters in
its demon form. Use a demon of your choice with a
CR equal to 10% of the group’s PowL (Power Level),
rounded down. To calculate the PowL, add the levels
of all characters then multiply the total by the number
of characters.

With the source of the spores defeated, the


condition that alters the characters’ appearance
ends after 8 hours. Mortimer advises the characters
to remain in the mushroom in the meantime. In
the aftermath, Salathanchez moves the mushroom
outside of the city, where he sells potions and other
obscurities for one year before embarking on another
journey.

"I could have defeated that demon of


my own accord if you gave me the time! I
was already playing through thousands
upon thousands of iterations in my mind,
many more than you could ever hope to
comprehend!"

15 Chapter 1 | Quests
A character who examines the needle and succeeds
Grave Request! on a DC 14 Intelligence (Investigation) check realizes
its true nature. Small holes within the needle serve to
preserve a poison for as long as possible, a weapon of
choice for many assassins.
The death of my sister around a year ago
left me in a bad place, and I fear I might Reporting Back
lose my mind. If you have no qualms The characters can only convince Harvald that his
about a bit of dirty work, visit me in my sister is truly dead and that there’s no ghost haunting
place above Fiddler & Kent’s. her grave, if they succeed on a DC 14 Charisma
(Persuasion) check. Otherwise Harvald remains firm
-- Harvald Lohrm
in his conviction that his sister is still with him, in
whatever form.

When confronted about the formerly poisoned


Background needle, Harvald is at a loss. To his knowledge, his
According to Harvald Lohrm’s knowledge, his sister sister had no enemies, especially not ones who would
Zanna died of a sudden illness. In reality, a scorned use poison to kill. He offers to let the characters
lover named Justin shot her with a poisoned needle peruse Zanna’s diary. He cannot stomach to read it
that took her life. Since Zanna’s death, Harvald has yet, but it might help to solve the situation.
nightmares, thinks he sees his sister walking around
The last entries in the diary all revolve around the
the city, or hears her whispering in his ear when
pesky admirer Justin, who Zanna rejected several
he’s least expecting it. All of this is pure imagination,
times. Justin always appeared at Zanna’s workplace,
but Harvald thinks that either her ghost or spirit is
the Crowned Pauper Inn. Asking around the Inn
haunting him, or maybe that she’s still alive.
and succeeding on a DC 14 Charisma check nets the
Therefore, Harvald offers the characters 25 gp if characters enough information about Justin that they
they go to the graveyard, best during the night, dig can track him down to his home.
up her grave, and confirm that she is indeed dead.
Harvald tells the characters that Zanna was buried Justin’s Home
with a silver locket. If the corpse, or the locket is Justin lives in a small room on the fourth floor of
missing, his suspicions are clearly confirmed. an apartment building.If the characters arrive during
the day, Justin is not present.
Digging Up Evidence
Searching Justin’s home and succeeding on a DC
If the characters attempt to dig up the corpse during
16 Intelligence (Investigation) or DC 18 Wisdom
the day, the graveyard keeper alerts the guards who
(Perception) check reveals the location of a secret
attempt to arrest the characters. During the night, the
compartment. Inside, they find more needles, a
characters remain unseen if they succeed on a DC 12
vial containing a dried-up substance, and a small,
Dexterity (Stealth) group check.
dismantlable blowgun. A character who succeeds on
When the characters open the coffin, they find a DC 14 Intelligence check using alchemist’s supplies
a mostly decomposed body of the late Zanna. A determines the substance to be a potent poison. If the
character who searches the body and succeeds on a characters question Justin, he does not give up any
DC 14 Wisdom (Perception) check not only finds the information. If the characters present Justin with the
silver locket, but also the needle that delivered the evidence found in his room, he attempts to jump out
deadly poison. of the window with the hope of dying from the fall.
16 Chapter 1 | Quests
Monetary Distress!
She acts nervous, and explains the characters’
Our neighborhood has gone to the devil, task as follows. The information below is complete
and there is only one man to blame. fabrication to get the characters riled up.
I cannot disclose more, but visit Honey’s Fake Story. The moneylender Flint is an evil man,
Bakery if you are interested in a lucrative who extorts and exploits the neighborhood. Virtually
job. all businesses and many regular citizens have accrued
debts with him, which has led Flint to believe he is
some sort of king, practically enslaving the debtors
Background and making them cater to his every whim. However,
there is a way to help. The characters must break
Juniper (chaotic good female halfling spy) is a into the moneylender’s office during the night and
consultant and mechanic hired by the moneylender steal his ledger. Without it, there is no proof of the
Flint. She improved the security in Flint’s debts and everybody would be released from Flint’s
Moneyhouse and posted the note to test her latest clutches.
installations of traps—and to have a bit of fun on
the side. She wants the characters to break into a Reward. Juniper promises the characters a
moneylender’s office, to see if they manage to reach reward of 250 gp, which she borrowed from Flint
the safe and pilfer its contents. When the characters beforehand. It is the most she could borrow, and she
arrive, they find Juniper drinking a cup of kaethae in would have gotten more, seeing that the debt will be
Honey’s Bakery. erased if the characters succeed.

1 square = 5 feet Map 1.2: Flint's Moneyhouse


17
The affected character must succeed on a DC 16
Flint’s Moneyhouse Dexterity saving throw or takes 2 (1d4) piercing and
Moneylender Flint. Flint is indeed a local 14 (4d6) poison damage.
moneylender, but not as evil as Juniper makes him
out to be. He is on vacation while Juniper rigs his The characters can avoid the trap by stepping
office. Therefore, Flint’s Moneyhouse is closed day over the tile with the pressure plate. Alternatively, a
and night. character who succeeds on a DC 18 Dexterity check
using thieves’ tools can disarm the trap. Failing the
General Features. Flint’s Moneyhouse is a mundane check by 10 or more triggers the trap.
corner shop with barred windows. A character can
unlock one of the windows by succeeding on a DC 16 L2. The Desk
Dexterity check using thieves’ tools. Only a Tiny or You see a golden scale and several coin purses on a
smaller creature can fit through the bars. lavish burlwood desk, as well as several
bottles of whiskey.
L1. Entrance
The gilt scale is made of brass and worth 5 sp.
The Door. To open the entrance, a character must Inside the coin purses, the characters find 13 gp.
succeed on a DC 18 Dexterity check using thieves’
tools. On a roll of 1, the lock pick breaks and jams Lightning Trap. A character who searches the desk
the door. Alternatively, a character can force open and succeeds on a DC 12 Intelligence (Investigation)
the door with a crowbar, or similar implement, and check finds a locked, secret compartment. A character
succeeding on a DC 16 Strength (Athletics) check. who succeeds on an additional DC 18 Intelligence
(Investigation) check realizes that the secret
Paraphrase or read the following, when the compartment is bait, and solely a trap. A character
characters enter: who succeeds on a DC 14 Dexterity check using
The floor is laid out with extravagant marble tiles, thieves’ tools opens the lock, but also triggers the
and reproductions of famous paintings trap. A character can disarm the trap by succeeding
adorn the walls. on a DC 22 Dexterity check using thieves’ tools. A
character that triggers the trap must make a DC
Poison Needle Trap. Inside, adjacent to the door, lies
14 Constitution saving throw. On a failed save,
a rug on the floor. Below the rug is a pressure plate
the character takes 18 (4d8) lighting damage and is
that triggers a poisoned needle trap installed in the
paralyzed for 1 minute, or takes half damage and is
ceiling. A character can find the pressure plate in the
not paralyzed on a successful save. Inside the secret
following ways:
compartment, the characters find a—possibly spent—
™™ Removing the rug. magic bauble that contains the charge.

™™ Succeeding on a DC 16 Wisdom (Perception) L3. Door No. 1


check, seeing the holes in the ceiling and deducing
the location of the trigger. The door is unlocked.

™™ Succeeding on a DC 10 Intelligence Tar & Feather Trap. The tile behind the door
(Investigation) check. features a tar and feather trap. It is triggered by a
transparent string. A character can find the trap the
A character who steps on the rug triggers the trap. following ways:
The trap has ammunition for three salvos, meaning it
can be triggered three times.

18 Chapter 1 | Quests
™™ Succeeding on a DC 18 Wisdom (Perception) Battering Ram Trap. The door features a

Stadsgezicht met paardenkar by Cornelis Springer


check, spotting the trigger. mechanism that triggers a battering ram which
swings from the ceiling when somebody opens
™™ Succeeding on a DC 10 Intelligence the door. A character who examines the door and
(Investigation) check. succeeds on a DC 14 Intelligence (Investigation)
A character who walks through the string triggers check finds the trap. A character can disarm the trap
the trap. A hatch in the ceiling opens, dispensing tar, by succeeding on a DC 16 Dexterity check using
then feathers. The affected character must succeed on thieves’ tools. It can be avoided by pushing the door
a DC 15 Dexterity saving throw or takes 7 (2d6) fire open from afar or while being prone. A character
damage. Removing the tar and feathers takes 1 hour. standing in the path of the battering ram must make
a DC 18 Strength saving throw. On a failed save, the
The characters can avoid the trap by stepping over affected character takes 18 (4d8) bludgeoning damage
the string. Alternatively, a character who succeeds and is thrown 15 feet, landing prone, or takes half
on a DC 20 Dexterity check using thieves’ tools damage and is not thrown on a successful save.
can disarm the trap. Failing the check by 5 or more
triggers the trap. L6. The Safe
L4. Door No. 2 The safe is locked. To open it, a character must
succeed on a DC 20 Dexterity check using thieves’
The door is locked. To open the entrance, a tools. On a roll of 1, the lock pick breaks and jams the
character must succeed on a DC 18 Dexterity check opening mechanism. Inside the safe, the characters
using thieves’ tools. On a roll of 1, the lock pick find five 10-pound silver trade bars worth 250 gp
breaks and jams the door. Alternatively, a character total and a note:
can force open the door with a crowbar, or similar
implement, and succeeding on a DC 16 Strength “Thanks for participating in my product
safety test. I have to improve the installed
(Athletics) check.
traps, apparently. Feel free to take the
agreed upon sum from this here safe. Safe
L5. Door No. 3 travels! -- Juniper

The door is unlocked.


Monsters by Name

Monster Hunters!
Name CR Reward
behir 11 2,500 gp
bulette 5 750 gp
cloaker 8 1,500 gp
drider 6 850 gp
The Bloodpits' Master of Monsters seeks fomorian 8 1,500 gp
hunters to descend deep into the tunnels grick alpha 7 1,000 gp
below to capture new beasts for the
hook horror 3 500 gp
hungry arena. The risk is high, but the
mind flayer 7 1,000 gp
pay is higher. Visit Iri in the Bloodpits for
further information. minotaur 3 500 gp
otyugh 5 750 gp
remorhaz 11 2,500 gp
remorhaz, young 5 750 gp
Background roper 5 750 gp

Iri is the Master of Monsters in the Bloodpits. Since stone giant 7 1,000 gp
there’s a wear and tear on monsters in arena battles, troll 5 750 gp
the demand for reinforcements is high. Humanoid umber hulk 5 750 gp
fighters are always welcome, but the bets on fights xorn 5 750 gp
between monsters is always higher.
Monsters by CR
Finding the Bloodpits requires a successful DC 16
Name CR Reward
Charisma check that the characters can repeat after a
hook horror 3 500 gp
day has passed. A character with shady connections in
minotaur 3 500 gp
Baldur’s Gate has advantage on the check.
bulette 5 750 gp
Hunting Monsters otyugh 5 750 gp
Iri’s office is located in room B10 of the Bloodpits. roper 5 750 gp
She is a rowdy, young gnome with a knack for troll 5 750 gp
handling monsters and patching them up after a umber hulk 5 750 gp
fight they survived. Hunting monsters is a generic xorn 5 750 gp
job that is available whenever the Bloodpits face a
remorhaz, young 5 750 gp
monster shortage, which is for you to decide. The
drider 6 850 gp
characters’ task is as easy as it gets: venture down
grick alpha 7 1,000 gp
into the cave system below Baldur’s Gate, sniff out
monsters, and bring them back alive. The minimum mind flayer 7 1,000 gp
CR for acceptable monsters is 3. Iri only pays for stone giant 7 1,000 gp
two specimens of the same monster. More than that cloaker 8 1,500 gp
and the audience will be bored by a lack of variety. fomorian 8 1,500 gp
Suitable monsters the characters could encounter behir 11 2,500 gp
include the following in the Monster table.
remorhaz 11 2,500 gp

20 Chapter 1 | Quests
1 square = 5 feet Map 1.3: Bloodpits
The Bloodpits monsters versus monsters. The characters can
volunteer themselves as gladiators, and even bet on
B1. Taproom the outcome of their fight. All fights the characters
Drunken patrons, dancing entertainers, loaded volunteer for must be of deadly difficulty. Krax is
dice, minor scuffles; this taproom has it all. The responsible for entertaining the masses, therefore
scent of spirits alone makes your eyes water, every fight’s outcome must be on razor’s edge.
which is only topped by the smell of blood seeping
in from the adjacent chamber. B4. Director’s Office
The characters can buy drinks and food in the Behind an entirely too small desk for his massive
taproom. The barkeep sends characters with form, you lay eyes upon the Director. A gravely
questions to room B3 or B10, depending on who can scarred, old goliath, whose formerly most
assuredly impressive tattoos have almost faded
help them best. Four veterans keep the peace in the
away.
taproom but ignore minor disputes as long as there’s
no mortal danger for the involved parties. The goliath Director Kroogaar (neutral male
goliath gladiator) is mostly a figurehead. He earned
B2. The Tiers his position by default, after defeating the former
This circular room is markedly mucky. Broken Director in the arena, with no prior intention of
mugs, half-eaten food, and liquids of all colors taking over his position. Since no one else was
and odors cover the narrow floor. From up here, interested in challenging the new champion, and
you have a clear view into the arena below. A Kroogaar wasn’t getting any younger, he settled
rough mesh prevents people from falling into the for the lucrative position. His favorite pastime is
pit or monsters from coming up.
inventing nicknames for new fighters, who earn
From their cushioned seats, around fifty people can their moniker after their first victory. Additionally,
comfortably watch the fights in the pit below. During Kroogaar serves as judge and executioner if a quarrel
a fight, the shouts of the audience echo through the gets out of hand in the Bloodpits.
entire complex. To be allowed inside during a fight, a
person must either bet, or pay 1 gp for a ticket.
B5. Private Rooms
Comparatively clean sheets and a blood-free
B3. Cash Desk floor are the selling points of this private room.
On a small table, you see a thin book titled “The
An old gnome sits behind the desk and patiently
Bloodpits - Histories of Ruin and Triumph.”
waits for you to place a bet. Behind him, you see a
large safe and many rows of business ledgers. People looking for a quick tussle or a bed well away
At the cash desk, the characters receive information from any law enforcement recommend the Bloodpits'
about upcoming fights and betting opportunities private rooms.
from Krax (neutral male gnome commoner). Before
B6. Gladiator Chambers
a fight, a long line forms of people who plan to
earn or lose a fortune by betting on the next fight. A ripe smell emanates from these quarters. Aging
Additionally, the characters can rent one of the bedsteads offer a place to rest for many of the
private rooms for 1 gp per night from Krax. combatants, but the noise from the arena reaches
the room loud and clear.
Arena Fights. The fights organized in the arena
Gladiators who need rest before or after combat
should be evenly matched, if possible. Depending
may use these facilities free of charge.
on the day of the week, the Bloodpits offer pure
gladiator fights, monsters versus gladiators, and

22 Chapter 1 | Quests
B7. Medic’s Office B8. Arena
Minotaur by Daniel Comerci

A refreshing smell of disinfectants and herbs A dutiful facility manager pushes a small
seeps from this room. After peering inside, you wheelbarrow across the arena and collects severed
see a black bird sitting behind a desk, occupied limbs. When he finds an arm, he checks each
with measuring out a large pile of white powder. finger for rings and pockets the treasures.
Diagrams of different body parts, featuring many
dotted lines, hang from the walls. Next to the The circular arena has a diameter of 65 feet. The
drawings hang many saws of different shapes and four supporting pillars extend to the ceiling, which
sizes. is 30 feet high. At the 15 feet mark, a metal mesh
prevents combatants from flying or climbing out of
The Bloodpits' resident medic is Rrrtsch (neutral
the arena. The mesh is made of adamantine, has an
kenku priest). The kenku is proficient with
AC of 20, and 200 hit points. The reinforced arena
alchemist's supplies and poisoner’s kits. Wounded
doors have an AC of 18, and 100 hit points.
gladiators receive healing or amputations here.
Rrrtsch passes the characters a note when they visit: B9. Pens
“If you are going deeper below, bring me red Strange sounds and smells dominate this part of
mushrooms with yellow pustules. I pay good the Bloodpits. You walk by the different pens and
coin.” see various monsters inside. Some familiar, others
Rrrtsch uses the mushrooms, commonly called completely unknown to you.
“ulcers,” to produce a potent anesthetic.
The pens hold the monsters that are destined to
fight and die in the arena. There is no retirement
or hope for these beasts. The walls are doubly
reinforced with hardened steel, to prevent monsters
from burrowing their way to freedom. To open one
of the pens, a character must succeed on a DC 20
Dexterity check using thieves’ tools or use the Master
of Monsters’ key.

B10. Master of Monsters’ Office


A gnome occupies a low desk and small chair in
this room. Several whips, ropes, and chains hang
from the walls, all well-oiled and free of rust.

This room is the office of Iri (neutral female gnome


acolyte). She is proficient in Animal Handling, and
considered proficient in Arcana and Nature as long
as the subject is monsters. Iri gladly talks shop about
monsters of any kind and helps the characters out
with information if they work in any capacity for the
Bloodpits. Otherwise, she charges a small sum for her
expertise.

23
Contents. When asked about the contents of
Package Delivery! the packages, Barryton answers that’s none of the
characters’ concern. However, if they must know, it
is drugs and bombs! With that Barryton laughs and
holds his little tummy. Packages number three, four,
My usual helpers are sick -- nay, and eight contain the bombs, the others drugs. A
wounded! -- so I need someone to deliver character who checks the packages for bombs must
a few packages for me. Be at the sewer succeed on a DC 16 Dexterity check using thieves’
entrance in the alley across from the tools or triggers the trap. An affected character must
Purple Wyrm Inn on the morrow. Do not succeed on a DC 18 Dexterity check or takes 14 (4d6)
forget your weapons! fire damage.

Making the Rounds


Background Delivering the packages is no challenge to the
characters, only a time-consuming task. In total,
Bulbous Barryton (chaotic neutral male gnome
it would take the characters 8 hours to deliver all
bard) posted the note to deliver his drug and
packages correctly. Splitting the party cuts the time
explosive packages. People who pay properly get
short, pro rata. During the delivery, five bandits,
their drugs, the others get bombs. The gnome
one acolyte, and one bandit captain attack the
operates from a small workshop in the sewers, and is
characters. If they split up, pick one group at random.
a frequent guest in the aforementioned Purple Wyrm
The robbers have only interest in the packages and
Inn and Tavern.
leave the characters unconscious. They pick off the
Getting the Goods other group if they succeeded against one.

When the characters arrive, they wait a few After delivering the eighth package, five thugs
minutes before the manhole cover shifts and attack the characters, seeking revenge after the
Barryton makes his way up and outside the sewers. package exploded in their secret hideout.
He wears tall boots and a large backpack. Aside from
the packages, he has a map and advance payment for Returning
the characters—5 gp per head. He promises 20 gp per If the characters return to Barryton after finishing
head on completion. Paraphrase or read aloud when their quest, they receive the promised reward.
Barryton encounters the characters: Barryton cautions them:
“G’day my friends! You must be my new helpers. “Now, I will be hearing about your honesty in the
Now, this backpack here is filled with packages, coming days. If you screwed me over, that is no
numbered one through nine. Here is a map. You good! Elsewise I may have more work for you in
see the numbers here, there, and over yonder? You the future. Good job my friends, I am sure you did
guessed correctly, that is where each package must me a solid one! Come here now, let us drink!”
go. And make triple sure you got the numbers
right! Well, off you go then. Wait, I forgot. Here is Going Off the Rails
your advance payment. When you have finished
your rounds, search for me in the Purple Wyrm. It is extremely unlikely that this quest proceeds
At the bar most likely! Oh, and better not split up. like described above. Be prepared for the characters
That is how I lost my last helpers, the bandits got to inform law enforcement, attempting to follow
’em!” Barryton back to his workshop, or black mail him
into paying more.

24 Chapter 1 | Quests
Rescue my Brother!
In fact, he is relaying the information to the
characters from a man who wants to remain
My brother Paul is in a bit of trouble. Not
unknown. According to Giorno, a man called Paul
with the law, but with bad people. If you
sits in a cell in a drug den called Rancid Randy’s. In
help me out, I will make it worth your
actuality, it is this man’s brother the characters shall
while. In a big way. Visit me on Baker
bust out. The characters’ job is it to bust him out, by
Street right across from the tailor’s shop.
any means necessary. The reward is twenty gold trade
— Giorno Benti
bars worth 1,000 gp total. If the characters accept,
they receive two gold trade bars worth 100 gp on the
spot. Giorno explains where to find Rancid Randy’s
Background and warns the characters not to cross his employer.
The crime boss Silent Parry seeks to expand his He shows them a foot with no toes as proof.
business. He has laid eyes on a drug den that doubles What Giorno does not know is that no man named
as a casino and a place for animal fights. Silent Parry Paul exists. The characters are simply supposed to
always goes about his business extremely carefully kill all fighters in the joint, after which Parry’s real
and uses proxies for all operations. Giorno Benti is men roll in. Mercenaries are fine, Parry knows, but
indebted to Silent Parry and plays the middleman. mercenaries with a cause are sometimes even more
When the characters seek Giorno out, he tells them motivated.
that the note was not entirely truthful.

1 square = 5 feet

Map 1.4: Rancid Randy's

25
Magdalena Ewin. A writer undercover. Magdalena
Entering Rancid Randy ’s researches the underworld for her upcoming book
The characters can enter the joint through three “Fatal Love - One Year and One Night with a Rogue.”
different abandoned buildings. Two bandits She feels like she is out of her league but holds firm!
guard each of the entrances. The bouncers expect
customers to buy drugs worth at least 1 gp off them D2. The Bar
and leave any weapons outside. The bandits pat A half-orc barkeep with an ugly face and two
down the characters when they enter. Roll a Wisdom hooked hands greets you with a barely visible nod.
(Perception) check and compare it to a character’s “We got all you need,'' he says, “just name it.”
Dexterity (Stealth) check if they attempt to conceal a
The bar is a locked door with a service hatch. A
weapon.
character can open the bar with a successful DC
An alternative is a secret entrance the characters 20 Dexterity check using thieves’ tools, or with
can find in the sewers. It is unguarded from the the master key. As long as the characters ask for
outside and leads to room D6. The characters stimulants or alcohol, the barkeep Hank obliges.
discover the locked entrance by succeeding on a DC
18 Wisdom (Perception) check while investigating D3. Gambling Hall
the sewers around Rancid Randy’s. To unlock the Aside from the gamblers, a few foldable tables and
entrance, a character must succeed on a DC 16 rickety chairs are all that's present in this room. A
Dexterity check using thieves’ tools or use Randy’s few people play with three-dragon ante sets, others
master key. roll dice. The cheers of winners and bitter screams
of losers echo through the chamber.
The bouncers know of the secret entrance. If
the characters capture one of them, they spill the Humbug. A popular dice game is humbug. The goal
beans and show the characters a secret knock to get of the game is to accrue the most points by lying.
inside. The knock sign is a pre-agreed warning that Each player rolls a d4, a d8, a d12, and a d20. The dice
intruders stand at the door. The guards alert the must remain untouched and not be visible for other
entire compound, who then descend to room D6. players. After looking at their dice, each player places
a bet, either clockwise or counterclockwise, starting
Rancid Randy ’s with a random player. Afterward, the players in turn
announce the number they have rolled, starting with
D1. The Lounge the d4. Since you must accrue the most points to
Oversized pillows, gigantic water pipes, and dazed win, it can be advantageous to lie about your roll and
customers are what you barely make out through announce a higher number.
the thick smoke in this room.
The other players can “doubt” a number a
Most customers enjoy the relaxing atmosphere of player announces, but only immediately after the
the lounge. To the east and south, the proprietor's announcement. The doubter gains the doubted’s ante
men broke through the walls and expanded the “retail if the number was false, and vice versa. Being caught
area.” In this room, the characters can find the shady lying loses you the game, as is doubting someone
people listed below, if they seek conversation. wrongfully.
Quin Fuller. A pirate, smuggler, extortionist, and After each player has announced their d4, they
bodyguard. There is no job Quin does not accept, as mark down their announced number as points, and
long as it is outside the law. One must uphold their place new bets. The game continues in the same
bad reputation, after all. fashion with the d8s and so on. To shorten the game,
you can stop after the d8 or after the d12.
26 Chapter 1 | Quests
Secret Door. A character who succeeds on a DC
D4. Arena
15 Wisdom (Perception) check notices flickering
A small circle of people surrounds an ankle-high candles, caused by a draft coming through a secret
arena, filled with sand. Colorful insects battle for door, as well as a strange smell carried into the room
their lives, to the amusement of the bystanders. with the breeze. A character who succeeds on a DC
In the arena, people bring strong insects like 14 Dexterity check using thieves’ tools can open the
scorpions or dung beetles to fight. door. Alternately, a character who succeeds on a DC
12 Intelligence (Investigation) check finds a button
D5. Randy’s Office which opens the door under Randy’s desk. From the
other side, the door can be opened by an obvious
Two thugs guard the entrance. The characters can
button in the corridor.
talk their way in by succeeding on a DC 18 Charisma
(Deception or Persuasion) check. Attempting to D6. Laboratory
intimidate the thugs leads to a fight. The door is
unlocked but opening it without the proper knock Several strong tables stand in this room, laden with
results in a fiery greeting from Girthy Gustav as flasks, glass tubes, burners, and other alchemical
explained below. Paraphrase or read aloud, when the equipment. Strange yellow smoke collects at
characters enter the chamber: the room’s ceiling, and the walls show colorful
discolorations.
The room is decorated quite tastefully compared to
the rest of the cellar. A root wood desk, a cupboard Six commoners and two bandits use this room to
filled with assorted spirits, and a fine rug give the produce drugs and other stimulants. The characters
chamber a welcoming appearance. That is aside find equipment equaling three alchemist’s supplies
from the menacing contraption on the far wall, a
and one poisoner’s kit. Additionally, the characters
strange cast iron cylinder trained directly at you.
find a recipe book worth 500 gp.
Girthy Gustav. This cast iron cylinder is filled with
alchemist’s fire, alcohol, and caltrops. Randy triggers Conclusion
a shot when the door opens without knocking in the After the characters clear out Randy’s joint, it takes
correct fashion. Creatures in a 30-foot-line in front of Silent Parry 4 hours to send in his troops to take over.
Girthy Gustav must make a DC 16 Dexterity saving Under the new ownership, the characters receive
throw. A target takes 7 (2d6) fire damage and 7 (2d6) free drinks at the bar. Additionally, they receive the
piercing damage on a failed save, or half as much outstanding reward.
damage on a successful one.

Staff. In the room, the characters encounter Randy ~


(neutral evil human male noble), his assistant Nancy
(neutral human female commoner), and two thugs. “Friends, what marvelous work! Allow me
to introduce myself, I am Silent Parry. I
If the characters ask Randy about a prisoner named
believe I still owe you a reward for your
Paul directly, he answers truthfully that he doesn’t
support in this—how I like to call it—hostile
know who they mean, and that there are no prisoners takeover. Yes, that is, indeed, a term I came
here. If they do not relent, he orders his thugs to up with. Now, let us celebrate! Drinks on
throw the characters out. Randy carries the master the house for the entire evening.”
key with him.

27 Chapter 1 | Quests
Revenge and Extermination!
The building is located 10 miles downriver from
Baldur’s Gate, in the center of the Chionthar. It is not
If you want to make up for past
visible from the surface, but the ruin of an old bridge
transgressions, or earn the Goddess's
nearby marks the spot.
favor, visit priestess Nayanu in
Umberlee’s temple. A small quest is The merrows must be completely eradicated and
waiting for you. Umberlee’s wrath is their blood must be offered to Umberlee on her altar
reserved for all that defy the inside the temple. Furthermore, Nayanu supplies
Queen of the Depths! the characters with a crate containing six vials of holy
saltwater. They must consecrate each defiled chamber
with the help of this water.
Background To help them, Nayanu offers to cast water breathing
Nayanu welcomes the characters in Umberlee’s on them for 10 gp per character. Additionally, she
temple, and sprinkles them with saltwater when they provides a boat free of charge.
enter. She explains the situation to the characters as
follows: Rewards
™™ The characters receive 50 gp for each slain
A band of merrow warriors conquered a sunken
merrow, if they kill all merrows.
temple to Umberlee and killed the sahuagin
caretakers. The merrows do not care for Umberlee ™™ The characters receive 25 gp for each
and desecrate her temple with their mere presence. consecrated room, even if only partially successful.

1 square = 5 feet

Map 1.5: Umberlee's Temple


28
Umberlee's Temple T3. Altar of Pressure
T1. Entrance Chamber But for a crystal bowl, this room lies empty. The
walls and floor seem strangely warped, compared
Reaching the site of the temple is no challenge to what you’ve seen before.
for the characters. However, the characters must
After filling the crystal bowl with holy saltwater,
dive 1 minute to reach the temple’s entrance, and
the room’s gravity increases five times. A character
it is locked. A character must succeed on a DC 16
inside, who fails a DC 16 Strength saving throw,
Dexterity check using thieves’ tools to open the gate.
crashes into the ground and takes 7 (2d6) blud-
The character makes the check with disadvantage if
geoning damage. Affected characters can leave the
they cannot breathe underwater. Each attempt takes
room prone.
the character 30 seconds. Paraphrase or read aloud,
once the characters enter: T4. Altar of Darkness
Finally, you enter the temple, where stale air After sticking your head out of the water, you see
awaits you. The inside looks sublime. Dripstones a shackled woman tied to an altar. On first glance,
and seashells decorate the walls and ceiling, she appears to be either sleeping or unconscious.
and colorful light emerges from strange crystals
dispersed across the room. Wereshark Prisoner. The person tied to the altar
is Pyior (lawful evil elf woman), a follower of
From the entrance chamber, a character must dive
Umberlee. She is a wereshark with the statistics of a
1 minute to reach room T2, 2 minutes to reach room
werewolf but for the following changes:
T3, 3 minutes to reach room T4, and 4 minutes to
reach the rooms T5 and T6. The corridors between ™™ Her alignment is lawful evil
the rooms are 15 feet high and 5 feet wide.
™™ In shark form, she has a swimming speed of 40
T2. Altar of Salt feet and walking speed of 0 feet.
A swarm of colorful fish greets you when you ™™ In shark form or hybrid form, she makes two
enter this room. They expose their tiny mouths bite attacks and has no claw attacks.
full of needle-like teeth and come directly for you!
The merrow captured Pyior after she visited the
A swarm of quippers attacks the characters. temple, not expecting it to have fallen to the merrow.
Inside the room, the characters find a crystal bowl Pyior is sleeping, and she wakes up when the
worth 500 gp sitting on an altar. It is empty. By filling characters are noisy or alert her. If the characters free
the bowl with holy saltwater, the characters consecrate her, she helps them fight against the merrows.
the altar. The water boils and turns to dry salt in a
few seconds. “Have you come to liberate Umberlee’s
sacred house? These filthy fish have built
Umberlee’s Curse. Umberlee curses a character
a lair here, laid their eggs in every crevice.
who removes a crystal bowl from this or one of the
Disgusting things!
following rooms. The cursed characters’ swimming I will eat them alive if I can.”
speed becomes 0, and they sink to the bottom of
whatever body of water they enter. A cleric of The Altar of Darkness. By pouring holy saltwater
Umberlee can remove the curse by casting remove into the crystal bowl worth 500 gp, the characters
curse on the character. consecrate the room. The ambient light cast by the
crystals fades, and the room lies in complete darkness.

29 Chapter 1 | Quests
T5. Merrow Lair T6. Main Altar

Cityscape by Salomon Leonardus Verveer


You see several merrows, eating flesh from the Umberlee’s altar is a sight to behold. Gems and
bones of a slain sea-creature. Blood drips down carvings embellish the construction which is topped
their tentacle-whiskers, and their merry smacking by an obsidian fountain. The fountain is dried
and cracking echoes through the chambers. up, however, with no water remaining in its well.
A strange hum suffuses the room that creeps into
Inside the room, the characters encounter a number your ears and makes you nauseous.
of merrows equal to 5% of their PowL (Power
Level), rounded down, with a maximum of 15 Filling holy saltwater into the well does nothing,
enemies. To calculate the PowL, add the levels of all and the strange sound continues. Filling some of the
characters then multiply the total by the number of slain merrow’s blood into the well reawakens the
characters. installation, which then sprinkles their life’s essence
from high above through the fountain. The strange
The harpoons that the merrows carry are worth 10 hum abates and turns into the sound of gentle,
gp each. Otherwise, there is nothing of value in this crashing of waves.
room.
Pyior the wereshark remains in the temple to guard
it until other priests return.

30
Ruins Exploration! Secret. The crypt holds a special secret. Whenever
one of the inside doors X3, X4, or X5 is opened,
a terrifying scream echoes through the crypt,
originating from room X6. Opening a door rips
During renewed digs into the mountain, Xilon’s spirit apart, where it resides in room
a construction team discovered an X6. Closing a door puts the spirit back together.
ancient stone portal. Afraid of what may Therefore, after opening all doors, one finds nothing
be inside, the supervisors seek skilled in room X6. Only when the characters manually close
adventurers to protect the workers during the doors after stepping through can they find and
the opening. Visit the Builder’s Guild for communicate with Xilon in room X6. All opened
more information. doors close automatically once no creature remains
inside. Whenever a door closes automatically,
Xilon gives off another scream that can be heard
throughout the crypt.
Background
History. The discovered stone portal leads into The people who brought Xilon to justice installed
Xilon’s crypt. Xilon was a feared archmage during this mechanism to torture him. Whenever they felt
his time, cruel and arbitrary. The crypt is not only his like it, they made a pilgrimage to the crypt, opened
final resting place, but also a torture chamber where the doors, and found joy in the haunting screams. If
his spirit was bound to suffer for thousands of years, your players cannot uncover the secret, do not steer
the gods permitting. Xilon’s killers also bound choice them in the correct direction. The crypt will not go
disciples of his to the crypt, sharing the fate of their anywhere and can remain as an unsolved mystery for
master. longer, or forever.

1 square = 5 feet Map 1.6: Xilon's Crypt

31
Entering the Crypt Alternately, the characters can open the door by
succeeding on a DC 20 Strength (Athletics) check.
If the characters are interested in the job, the
If everything fails, the workers spend 4 hours
supervisor leads them to the construction site. The
constructing a makeshift construction which opens
workers have already prepared pulleys and ropes
the door.
to remove the large stone slab that bars entrance to
the crypt. The work takes 1 hour. A character who After the door stands open, a bloodcurdling scream
examines the entrance and succeeds on a DC 16 echoes through the crypt. This happens every time
Wisdom (Perception) check finds clues to a simple the door opens.
opening mechanism. After digging at the indicated
place, the characters can open the portal with a X4. Key Door
simple pull on a lever. Another door blocks your way. This one is made
of metal and features a large keyhole.
Xilon's Crypt
A character can open the door by succeeding on a
X1. Sarcophagus Room DC 18 Dexterity check using thieves’ tools. For each
An unmarked stone sarcophagus stands in the failed save, the character must succeed on a DC 20
center of this room, covered in a thick layer of Constitution saving throw or takes 7 (2d6) lightning
dust and cobwebs. damage. Casting knock on the door opens it as well.

Inside the sarcophagus lie the remains of Xilon’s After the door opens, the characters hear another
body. Only a few bone scraps remain. If the scream. This second scream is even more violent than
characters open it, two specters emerge and attack. the first.
The undead are what remains of Xilon’s disciples.
X5. Puzzle Door
X2. Canopic Jar Room Yet another door stands between you and
Several large jars stand in this room, covered in whatever lies at the end of this corridor. This door
cobwebs like you have seen before. is a veritable maze of cogs, buttons, sliders, and
springs.
The four canopic jars each contain one diamond
worth 100 gp. Opening a jar frees a specter trapped A character with an Intelligence of 16 or 17
inside. can solve the puzzle over the course of 1 hour. A
character with an Intelligence of 18 or higher solves
X3. Stone Door the puzzle within the span of 1 minute. After pushing
the correct buttons and sliding the right sliders, the
A large stone door blocks your way, not unlike
the stone portal at the crypt’s entrance. Four large door opens. Casting knock on the door opens it as
indentations on the surface hint at some sort of well.
opening mechanism.
A final scream rips through the crypt. It culminates
A character who succeeds on a DC 20 Wisdom in a haunting gurgle when Xilon’s spirit is torn into
(Perception) or DC 14 Intelligence (Investigation) infinite pieces.
check finds a trigger for an opening mechanism.
After pushing the hidden button, the ceiling retracts. X6. The Prison
From above, a metal contraption with four large Paraphrase or read out loud the following, when
metal arms pushes on the door and rolls it to the side, the characters enter the room without closing the
opening the way. doors behind them:

32 Chapter 1 | Quests
The room is completely empty. No strange Freeing Xilon. The prisoner sees two ways to

Man Seated in Prison by Victor Jean Nicolle


creature, ghost, or treasure awaits you at the end escape. Either the characters destroy the binding
of this crypt. However, a strange smell hangs in spells, which requires a dispel magic spell at 8th level,
the air. Different symbols and runes cover the or the characters find a new body or vessel for Xilon;
walls, crossing the room in one sheer endless
either of which must have binding spells equal to
spiral.
or stronger than the ones holding Xilon now. A
A character who succeeds on a DC 18 Intelligence character who succeeds on a DC 20 Intelligence
(Arcana) check recognizes these symbols as ancient (Arcana) check, or a character proficient in Arcana
warding and binding magic. who spends 1 week researching the topic, learns of a
suitable binding ritual.
Paraphrase or read aloud the following, if the
characters solve the secret: The ritual can be performed on an item or a body
that has not been dead for longer than 24 hours.
Finally, you lay eyes upon whoever was
responsible for the terrifying screams. A spirit, Xilon would prefer to remain as a bound spirit for
bound by ethereal chains, cowers on the floor. The longer to redeem himself.
spirit is sobbing and its body repeatedly plagued
by brutal convulsions. If the characters simply free Xilon by destroying
the binding, his soul may go directly to the Nine Hells
Repentant. After hundreds of years of imprisonment where the torture continues.
and torture, Xilon has learned the error of his ways. If
the characters ask who he is, he gives a short account If bound to a body, Xilon gains the statistics of an
of his past crimes and transgressions. Murder, archmage. If bound to an item, it becomes sentient.
torture, forbidden experiments, he has done and seen Consult Chapter 9 of the Dungeon Master’s Guide to
it all. After realizing that his captors must have died create an appropriate item.
long ago, Xilon pleads to the characters to free him. A
character who succeeds on a DC 20 Wisdom (Insight)
check is certain that Xilon’s remorse is heartfelt.

33
Healer’s Duty
Seeking Healers! Wounded Wererats. Svenya takes the characters
directly to room R6 where the wounded are located.
In total, thirteen wounded wererats need assistance.
Some are in hybrid form, others in humanoid form.
I am a member of a tight-knit For each wererat, the characters can attempt a DC
community, and technically am 12 Wisdom (Medicine) check or use any form of
forbidden to post this note. Since this is healing magic to nurse them back to health. After the
an emergency, I have to do it anyways. characters have done what they could, Svenya thanks
So please, if you are a healer, come to them. If not prior, she now tells them about the
the sewer entrance behind the Elfsong imprisoned exterminator who also needs help. He is
Tavern as soon as you can! locked in the beetle pen, room R4.
I will be waiting.
The wererats are less than happy about the
characters’ visit. However, since the characters
helped the wounded, they begrudgingly accept their
Background presence. The wererats watch the characters’ every
step, and just wait for a chance to attack them with
Svenya (lawful neutral female wererat) posted
proper cause.
the note to help the wounded wererats in her
community. She is a young girl who lives with Wounded Exterminator. The exterminator, Jim
around sixty other wererats in the Warrens below (lawful neutral male human guard), lies unconscious
the city. A group of exterminators, people tasked in room R4. Unless the characters help him, Jim
with getting rid of pests and threats in the sewers, succumbs to his wounds in two days. Helping him
attacked the Warrens. The rats threw them back, requires a successful DC 15 Wisdom (Medicine)
but at a terrible cost. To make matters worse, the check or healing magic. Alternatively, the characters
wererats imprisoned one of the exterminators who can bring him to the surface where he can receive
was left behind after receiving a leg wound. help.

When the characters arrive in the alley behind the Diplomat’s Duty
Elfsong Tavern, Svenya calls out to them from her Hostage Situation. Some of the wererats argue that
hiding place in a barrel, asking if they have come they need the exterminator as a hostage to dissuade
to help. If the characters say yes, Svenya leaves the the other exterminators from attacking. In reality,
barrel and introduces herself while opening the the exterminators already amassed forces for a rescue
manhole cover: operation. The characters can convince the wererats
“I am so glad somebody came to help. Before to let Jim go by succeeding on a DC 16 Charisma
we go down, I have to tell you something. I (Persuasion) check, or a DC 12 Charisma (Deception)
am a wererat and the people who need help check by pretending to know about an impending
are all wererats!”
attack. The wererats cannot be intimidated by the
Svenya’s voice becomes higher and faster the longer characters.
she speaks. She is always prepared to quickly Dash
Negotiation. Should the characters decide to appeal
into the sewers and escape the characters, in case they
to the authorities about the wererats to prevent
do not look friendly upon wererats. If the characters
further attacks on the Warrens, they face harsh
remain calm and ready to help, Svenya leads them to
opposition. Consider the following solutions for the
the Warrens.
muddled situation:
34 Chapter 1 | Quests
™™ A priest permanently stays in the Warrens to The bugs held and grown in this cordoned off
oversee the wererats. room serve as a convenient protein source. Since the
™™ All wererats agree to stay in the sewers, to wererats refrain from eating rats, they rely on this
never see the surface again. second most common meat source.

Removing the Curse. Only three wererats would be R5. Quirx's Laboratory
happy for the characters to cast remove curse on them.
The others take pride in their simple life and their Several kettles and cauldrons happily bubble in
this room. The color of the rising steam ranges
abilities.
from green to yellow. In a raging fire next to
R1. Meeting Hall the cauldrons, you see glowing metal, ready for
forging.
Wererats in all forms, shapes, and sizes go about
their business in this chamber. Some sit at the Quirx is a wererat with a penchant for everything
many tables to eat and talk, others are occupied that is poisonous or explodes. He is proficient with
with some sort of task or work. tinker’s tools and works on some sort of project day
When it is time to celebrate or make a decision that in and day out. His workshop lies separate from the
affects the Warrens, all wererats assemble in the Warrens because of the frequent accidents. Quirx
Meeting Hall. The wererat elder, Zorkan, who many is in constant need of new materials and tools. He
respect and listen to, can be found here. offers his expertise and flasks of alchemist’s fire in
exchange for caustic substances and workable bronze
R2. Workshop or wrought iron.
The smell of lacquer, oil, wood, and rust becomes
stronger the further you walk into this room.
R6. Sleeping Chambers
You see various simple household items, traps, You hear the murmur and snoring only sleeping
and weapons lying on the workbenches. Different people produce. Several empty and occupied
tools and materials hang on the walls or lie at the bedrolls identify these chambers as the sleeping
room’s side. Every storage place is neatly labeled quarters.
and sorted.
Up to sixty wererats use these chambers for
The workshop is the local wererat tinker’s
resting, all arranged in three shifts across the day.
domain. His name is Buffet, and he’s an allrounder
when it comes to repairs or construction. R7. Mushroom Farms
R3. Butchery Hundreds, if not thousands, of mushrooms grow
in this chamber. Some are as small as your thumb;
You see slaughtering blocks, knives, axes, and others are taller than you! They not only grow on
roasting meat dispensed above churning fires. The the ground, but also on the walls and ceiling.
smell is not what you are used to, however.
The local wererat butcher Jafreed produces fresh A character who succeeds on a DC 16 Intelligence
bug meat, while the cooks prepare charred meat (Nature) check recognizes the following mushrooms,
or stews, using the homegrown mushrooms. The usually found in the Underdark: barrelstalk,
workers throw waste and other organic material ripplebark, and trillimac. Foster, a wererat explorer,
through a chute into the beetle farms. found the spores well beneath the Undercity, and
brought them to the Warrens for cultivation.
R4. Beetle Farms Foster can guide the characters to the fringes of the
Undercity, where a network of tunnels descend ever
The constant clicking and clacking of hundreds
further, and finally extending into the Underdark.
of beetles creates an unnerving sound that puts a
strange pressure on your ear.
35 Chapter 1 | Quests
Map 1.7: The Warrens 1 square = 5 feet
The Teeth Killer!

Beware of the mad killer who prowls the


streets to collect people’s teeth! If you find
corpses missing their teeth, or want to
help with the investigation, visit Captain
Holly Rimmer in the local barracks.

Background
Idarnosch (neutral evil male half-elf assassin
or spy), the culprit, is an assassin who seeks vital
information hidden inside a golden tooth. Barnabas,
a rogue Zhentarim agent with a cover identity as a
barber (a professional that cuts one’s hair and services
teeth), wanted to pass on the information to the
Harpers and hid a small piece of paper inside a hollow
tooth below a golden dental crown, believing it to
be the safest location. Idarnosch killed Barnabas and
attempts to find the information before the Harpers
do.

If the characters are not immediately interested


in the note or are unable to solve the quest, you
can confront them with corpses whose teeth were
extracted at a later point in the campaign.

Captain Rimmer informs the characters about


the following details, if they offer their help. Since
the victims were no one of importance, the higher-
ups allocated little funds to the investigation. It
The Dentist by Lucas van Leyden

is common practice to outsource these cases to


adventurers. A patrol found the first victim in an
alley nine days ago, stuffed inside a barrel. Aside from
extracting the teeth, the murderer slit the victim’s
throat. Guards and citizens have found new victims
all over the city, which indicates an indiscriminate
killer. If the characters so wish, Holly allows
them access to the latest victims in the morgue.

37 Chapter 1 | Quests
Additionally, Holly informs the characters that they ™™ By asking around and succeeding on a DC
Sellers for a Church Portal by Cornelis Springer

can hire a sanctioned cleric from the local temple 12 Charisma check, the characters find out that two
of Kelemvor, who can cast speak with dead on the people remain, both customers of Barnabas, but
victims for 10 gp per casting. Three victims remain, they are in hiding. One is Ungend, the other Tally.
the others were cremated and buried. Both realized the connection among the victims, and
they seek shelter in the local temple of Ilmater. The
Rewards. For bringing in the killer alive, the
characters find their location by succeeding on a DC
characters receive 500 gp. For bringing in the killer
16 Charisma (Persuasion) check or by producing an
dead, the characters receive 250 gp after seven days
official paper that they are working for the guards.
have passed during which no new victims appear.
“We have had many people coming forward Resolving the Quest
with hints already. There was the drunk
The characters can draw the killer out by
who is convinced he saw a teeth golem
pretending to be either Ungend or Tally or by using
the other day, clearly the culprit. Then
there’s the scholar who read about an old
them as bait. After apprehending or killing Idarnosch,
guide on how to build indestructible armor the characters can find out that he was staying in
from teeth. You may laugh, but I have seen the Plump Dragon Inn by succeeding on a DC 14
stranger things over the years.Discount any Intelligence (Investigation) check. In his room, the
theory at your own peril!” characters find a sack filled with teeth, Barnabas’s
records, a poisoner’s kit, and 43 gp.
Clues
The characters uncover the following clues,
depending on their approach:

™™ Success on a DC 14 Intelligence (Medicine)


check reveals that the killer employed some sort of
poison to numb the pain.

™™ Questioning the dead about their home reveals


that they lived on the same street. Furthermore, if the
characters ask, they had a new golden tooth from the
very same barber, Barnabas.

™™ The dead haven’t seen the killer’s face and have


no enemies that would have the money to order a hit
on them.

™™ Visiting the barber’s home, the characters


find him dead and heavily decayed. Idarnosch stole
Barnabas’s records, so the characters cannot find any
written clues.

™™ Interrogating Barnabas with the help of a speak


with dead spell reveals that a Zentharim assassin killed
him. Barnabas does not reveal the name of the person
with the information, a baker named Ungend, unless
the characters promise to avenge him.

38 Chapter 1 | Quests
Umber Droppings!
Jahad Ohr, the Lieutenant attending to the case is
less than motivated. When the characters arrive, he
The sewer scouts found clear indications
fills them in while drilling his soldiers. The droppings
of an umber hulk presence in the sewers.
indicate the presence of only one umber hulk but
To prevent further damage to the
who knows how reliable the information is. For 25
infrastructure, we call upon adventurers
gp, Jahad is willing to part with one of his scouts who
and mercenaries to deal with the threat.
can support the characters. Jahad makes clear that
Visit Lieutenant Jahad Ohr in the local
the scout’s top priority is their own survival, but the
barracks for details.
scout supports the characters valiantly.
“Do not underestimate an umber hulk. More
capable men and women than you have fallen
Background to their alien abilities.Strike fast, and
Hurlum (neutral female dragonborn druid) is a decisively.”
sewer druid who built her home in a formerly buried Rewards
and abandoned maintenance room. Her pet Juun,
a tame umber hulk, helps her with construction ™™ The reward is 250 gp for the head as proof.
work and foraging. Hurlum’s goal is it to expand her ™™ The characters may keep the carapace, worth
subterranean realm so more critters can find shelter 300 gp. For 200 gp, an armorer can build a suit of half
beneath the city. plate from it.
™™ Bringing Hurlum’s head nets the charactera a
bonus of 50 gp.

1 square = 5 feet

Map 1.8: Hurlum's Hideout

39
Clues U3. Iron Ladder
™™ A character who succeeds on a DC 14 You find an old access tunnel that leads further
Intelligence (Nature) check knows that one should below. A strange smell wafts up from the shaft,
not directly look at an umber hulk. Fighting blind distantly reminding you of strong alcohol.
might seem suicidal but is a viable option.
A character who succeeds on a DC 12 Wisdom
™™ Characters who search for droppings in the check using alchemist’s supplies recognizes the smell
sewers succeed after 4 hours or after 1 hour by as firewater, a trivial name for hydrogen peroxide.
succeeding on a DC 16 Wisdom (Perception) check. Firewater is a highly combustible substance and
Roll on the Sewer Encounter table in chapter 3 for therefore extremely dangerous in large quantities.
every 2 hours spent in the sewers. A character who succeeds on a DC 14 Intelligence
(Nature) check knows that firewater is secreted by
™™ The characters can follow the tracks to the
fire beetles.
entrance of Hurlum’s lair without problem. A
character who examines the tracks and succeeds on Hurlum hid several wineskins filled with firewater
a DC 14 Wisdom (Survival) or DC 16 Intelligence inside the 60-foot-shaft. A character who succeeds
(Investigation) check determines that there are on a DC 16 Wisdom (Perception) check spots the
human tracks among the tracks of the umber hulk. hidden wineskins. A trigger is placed at the 30-foot
mark, which a character who searches for traps finds
Hurlum's Hideout by succeeding on a DC 14 Intelligence (Investigation)
U1. Breakthrough check. Disarming the trap requires a successful DC
12 Dexterity check using thieves’ tools. Repurposing
The wall of this small side chamber was destroyed, the trap, for example relocating it, requires a
and a large tunnel driven into the earth and
successful DC 19 Dexterity check using thieves’ tools.
stone. The corridor is illuminated from above and
billowing a red-orange glow. Still further inside, Triggering the trap ignites the wineskins in the
you see nothing but darkness. entire shaft, and all creatures inside must make a DC
18 Dexterity saving throw. A creature takes 8d6 fire
Hurlum settled a colony of fire beetles on the ledges damage on a failed save, or half as much damage on a
above, planning to spread them across her entire successful one.
home in the future. A character who inspects the
walls and succeeds on a DC 16 (Intelligence) Nature Triggering the trap also alerts Hurlum, who makes
check recognizes the pattern in the stone as the work a Dexterity (Stealth) check in an attempt to surprise
of an umber hulk. the characters in room U6.

U2. Feeding Chamber U4. Pipe Room


The smell of rotten flesh and the cracking of bones Many old pipes run through this room. Mold and
accompany you while walking across this small lichen encrust them, but you can still hear water—
room. The remains of several creatures litter the or worse— running through them.
floor, like a dug-up cemetery.
A character who succeeds on a DC 18 Wisdom
A character who searches the remains and succeeds (Perception) check spots a forgotten toolbox jammed
on a DC 16 Intelligence (Medicine) check finds bones in between the pipes at a 16-foot height. Inside, the
belonging to humanoids. Most other bones belong characters find rusted tools and an old silver piece
to rats, cats, and dogs. A character who succeeds on a with a collector’s value of 100 gp. A character who
DC 16 Wisdom (Perception) check spots a gold ring succeeds on a DC 14 Intelligence (History) check
worth 25 gp among the remains. correctly estimates the coin’s value.
40 Chapter 1 | Quests
U5. Juun’s Room
Druid by Daniel Comerci

An unpleasant mixture of mold, moss, and mucus


covers the floor of this room. The stench is almost
unbearable.

If the characters did not trigger the trap in room


U3 and moved stealthily by succeeding on a DC 10
Dexterity (Stealth) group check, they find the umber
hulk sleeping. If the characters attack Juun, Hurlum
hastens to its help. She attacks and attempts to kill the
characters.

Otherwise, Juun is in room U6. There is nothing of


value here.

U6. Hurlum’s Room


Someone setup a basic living room in this moldy
chamber; an uncomfortable linen sack serving as
a bed roll, a table laden with tools and strange
ingredients, and a lamp filled with even more fire
beetles.

If the characters remain peaceful and haven’t hurt


Juun, they can convince Hurlum to forever leave
the sewers by succeeding on a DC 16 Charisma
(Persuasion) check.
"I just want to live my life in peace; build a
place I can call home! All your rules and
regulations have blinded you to the world's
truth. You will die one day, and all that
you have accomplished will be undone soon
after. So, what is the point in troubling me
and Juun?"

In any case, to prevent a fight, Hurlum promises


to not damage the actual sewers during her
construction. To address the characters’ concerns
about the humanoid bodies in room U2, Hurlum
explains that these were corpses found in the sewers.
A character who succeeds on a DC 12 Wisdom
(Insight) check determines that Hurlum is telling the
truth.

Jahad’s scout remarks that there won’t be any


compensation without killing the umber hulk, but
promises to make a truthful report.

41 Chapter 1 | Quests
Chapter Two: Bounty Hunts
"Can you tell me the difference between a of their body, and collect the reward in the form of a
bounty hunter and a common rat-catcher? bill of exchange. This parchment may be exchanged
Correct, the bounty hunter has an easier in one of Baldur’s Gate’s money houses, like the
lot. Have you ever seen these gigantic rats in Counting House or the Many Coins. Alternatively,
the sewers? I could tell you stories." bounty hunters can use the bill of exchange to buy
— Hunter goods and services directly, since it is commonly
accepted as currency in Baldur’s Gate. However,

H
unter’s Estate is one of only a handful outside Baldur’s Gate, it is worth next to nothing.
of officially sanctioned bounty hunter Rhine Fantasy by Kasparus Karsen
In the past, a halfling named Hunter was the head
organizations in Baldur’s Gate. The estate
of the operation. Alas, Hunter vanished several years
is located along the northern wall, near the Black
ago. Now, an elf named Ayluin, Hunter’s former
Dragon Gate. People working as bounty hunters are
assistant, is in charge. Ayluin pretends Hunter is
freelancers, but Hunter’s Estate offers facilities like
still alive and kicking, to add a bit of mystique to
a common room and a kitchen for them to rest and
the operation. Additionally, if a disgruntled bounty
recuperate.
hunter or criminal had a problem with Hunter’s
Completing jobs as a bounty hunter is as simple as Estate, they would have a difficult time finding and
it gets. You deliver the hunted alive, or at least half exacting revenge on the missing Hunter.

42 Chapter 2 | Bounty Hunts


Hunter's Estate
B1. Ayluin’s Office B2. Hunter’s Office
A serious looking elf, sitting behind a tidy desk, You see a large desk and a shelf filled with books
greets you when you enter the building. The elf and various baubles. Books, pamphlets, and notes
adjusts their spectacles and asks in a businesslike lie on the table, some stacked, others arbitrarily
tone: “Collection or information?” spread about.

In Ayluin’s office, the elf seals and signs bills of This office has not been in frequent use for years.
exchange and offers additional information on Ayluin keeps it clean and stores documents here.
outstanding bounties. If the characters attempt Nothing much has changed in the room after Hunter
to enter with a bounty in tow, Ayluin (neutral died. A character who searches the desk and succeeds
elf noble) sends them to the back where a helper on a DC 12 Intelligence (Investigation) checks finds
processes the captured person or attempts to identify that the documents all date back several years.
the corpse.

"Clean your shoes and captives before you enter. I don't want any dirt or blood on my carpet!"
-- Ayluin

1 square = 5 feet Map 2.1: Hunter's Estate


43
if they don’t want to work alone. The characters can
B3. Hunter’s Personal Room
hire helpers like veterans or priests here, but must
You find an untidy bed and a small table here. offer a revenue split on completion.
The air is stale, and a thick layer of dust covers all
surfaces. B5. Cell Block
Hunter’s personal room has not been used in years. A few torches illuminate five metal-reinforced
A character who searches the room and succeeds on doors and much blood on the floor. Some blood
a DC 18 Wisdom (Perception) check finds a loose glistens in the light, other patches look completely
dried up.
tile beneath the bed. Below, a small chest containing
Hunter’s rainy-day fund worth 100 pp waits to be A character must succeed on a DC 20 Dexterity
discovered. check using thieves’ tools to unlock one of the cell
doors. Inside the cells, various people with bounties
B4. Common Room & Kitchen on their heads wait for the officials to arrive, who
You see a large table, a small kitchen, several either take them to the gallows or the labor camps.
empty bottles of ale in one corner, and a board
filled with notes. The smell of old wine and cheap B6. Torture Chamber
cooking oil clings to the furniture and walls,
hinting at the main purpose of the room. You see an old rack and several rusty tools
hanging on the walls. A portentous stench persists
Bounty hunters who seek a warm meal or a chat in this room, a mixture of many smells that
with colleagues infrequently use these facilities. Some culminates to a forbidden whole.
bounties require a group to take care of, and this is This chamber has not seen use in many years. The
the place to facilitate meetings. Bounty hunters post characters are welcome to make use of the facilities if
small notes on a large board on the western wall if they so wish.
they are searching for members, or offering their help
B7. Sluice
Hunter installed these double doors to prevent
anyone from escaping while new prisoners are
brought in or out.

B8. Courtyard
Several large barrels crowd this otherwise almost
empty courtyard. The high walls feature many
sharpened spikes, forming rusted water-streaks
down the wall’s interior.

If a person with a bounty on their head is slain


instead of captured, the helpers store their body in
Halfling Thief by Daniel Comerci

one of the many barrels. Vinegar preserves the body


until authorities arrive to identify it, and later dispose
of the corpse in a mass grave outside Baldur’s Gate.
The wrought-iron door is secured with a lock and is
barred from the inside and outside. A character who
succeeds on a DC 18 Dexterity check using thieves’
tools can open the lock. Removing the beams requires
a successful DC 14 Strength (Athletics) check.
44
The Bounties
This section contains the statistics of the various The Bounties table lists the outstanding bounties in
people with bounties on their heads. All fights to order of their CR.
capture or kill one of the following persons should
Bounties
be of deadly difficulty. If the characters pick an easy
Name Bounty CR
target, consider adding more enemies to complicate
the encounter. Since each entry comes with a short Roshbar the Hammerer 500 gp 5
background of the hunted, they may serve different Abbie Walker 750 gp 6
purposes than mere bounties—mayhaps as a short- Vivienne Byshey 1,000 gp 7
time ally or villain. Oran 1,250 gp 8
Aidrid 1,500 gp 9
Carefully study the abilities and strategies of each
bounty before engaging in combat. Some encounters Kordin the Black 2,000 gp 10
need a special set-up or understanding of the Rimebeard the Wanderer 3,000 gp 11
intended synergies. Gleda d'Harcourt 5,000 gp 12

Roshbar the Hammerer Abbie Walker

45
Roshbar the Hammerer
History Roshbar the Hammerer
Medium humanoid (half-orc), neutral evil
Roshbar is the son of a half-orc mother and a
human father. He grew up among the Uthgardt Armor Class 16 (half plate)
Hit Points 90 (12d8 + 36)
barbarians and learned to fight at an early age. As he
Speed 30 ft.
grew older, his disgust with the backwards ways of
the barbarians increased. Finally, on the day of his STR DEX CON INT WIS CHA
initiation into the world of adults, he left his village to 18 (+4) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1)
join the civilized world. In Luskan, Roshbar became Saving Throws Str +7, Con +6
an apprentice alchemist. In exchange for his tutelage, Skills Athletics +7, Arcana +5, Intimidation +4
Roshbar took care of the competition and racketeers. Senses darkvision 60 ft., passive Perception 10
Afterward, Roshbar traveled to Neverwinter and Languages Common, Dwarvish, Orc
hired on with a dwarven metallurgist. Together, they Challenge 5 (1,800 XP)

forged eccentric weapons, among them Roshbar’s ~


hammer. After many years, Roshbar killed his Infused Weapon. Roshbar’s hammer deals an additional 10 (3d6)
partner, became a mercenary, and has clashed with fire, acid, or necrotic damage with each attack.
the authorities ever since. Infused Armor. At the start of his turn, Roshbar chooses
slashing, piercing, or bludgeoning damage. He has resistance to
Location & Tactics the chosen damage type from non-magical sources until the start
of his next turn.
Roshbar spends his days in a secret, highly illegal
Potions. Roshbar carries two potions of greater healing, two
club in the sewers. To those privy, the joint is known
alchemist’s fires and a potion of heroism he can consume as a bonus
as the Bloodpits. Roshbar earns coin in the fighting action.
pits, waits for lucrative quests, and enjoys life. When
Burdock. Roshbar can use his bonus action to return his burdock
bounty hunters come around to collect his head, the to him, if it is within 30 feet of him.
quarter-orc invites them to join him in the arena, and
Relentless Endurance (1/day). When Roshbar is reduced to 0 hit
crushes them for the enjoyment of the masses. points but not killed outright, he can drop to 1 hit point instead.
Roshbar starts the encounter by drinking his Actions
potion of heroism. He uses his Burdock action and Multiattack. Roshbar makes two hammer attacks.
alchemist’s fires against targets with no or weak
armor, preferring targets that usually must maintain Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage plus the chosen infusion
concentration on spells. Roshbar fights to the death
damage.
and has no qualms about killing characters when they
are on the ground. Burdock. Roshbar throws a mechanical contraption at a creature
within 60 feet of him that he can see. The target must succeed
~ on a DC 15 Dexterity saving throw or the contraption latches
itself to the target’s body. At the end of Roshbar’s turn, the
"Finally, some challengers arrive! There are
target takes 7 (2d6) piercing damage. The target can use its
many potions and powders I can make from
action to make a DC 17 Strength (Athletics) check, removing
your bodies, but I have to rough them up
the contraption on a success.
first. I do love my line of work!"

— Roshbar

46 Chapter 2 | Bounty Hunts


Abbie Walker
History Abbie Walker
Medium humanoid (human), neutral
Abbie grew up in Waterdeep as the daughter of
an infamous thief. Her father taught her everything Armor Class 16 (studded leather)
Hit Points 99 (18d8 + 16)
he knew, which was limited to how to efficiently
Speed 30 ft.
relieve people of their possessions. Together, they
opened new lines of business, like fraud, grifting, STR DEX CON INT WIS CHA
and blackmail. At one point, they were even 10 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3) 16 (+3)
running their own insurance company. Following a Saving Throws Dex +7, Cha +6
devastating fire, the owners of Walker & Daughter Skills Deception +6, Perception +6, Persuasion +6,
Insurance had to skip town. Father Walker went Sleight of Hand +7, Stealth +7
north, to Neverwinter, while Abbie went south to Senses passive Perception 16
Languages Common
Baldur’s Gate. The plan was to test the waters, and
Challenge 6 (2,300 XP)
whatever city proved to be more promising, would
~
become their new playground. Unfortunately, Abbie
stole from the wrong people in Baldur’s Gate. Now Cunning Action. Abbie can take a bonus action on each of her
there is a bounty on her head, again. turns in combat. This bonus action can be used only to take the
Dash, Disengage, or Hide action.
Location & Tactics Poisoned Weapons. A creature hit by one of Abbie’s attacks must
make a DC 15 Constitution saving throw. A target takes 7 (2d6)
Abbie hides in the Elfsong Tavern, disguised as
poison damage and has its speed halved until the end of its next
a pirate with a fake beard. She tries to keep a low turn on a failed save, or half as much damage and no speed
profile while waiting for the heat to cool down. reduction on a successful one.
Stowing away on a ship is another option she is Uncanny Dodge. When an attacker that Abbie can see hits her
considering. with an attack, she can use her reaction to halve the attack's
Abbie sits in the taproom next to the staircase, damage.
keeping an eye on the door. When trouble comes Actions
her way, she fires three bolts against different targets Multiattack. Abbie makes three rapier or hand crossbow attacks.
and Dashes into her room upstairs, closing the door
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
behind her. A character who inspects the door and
8 (1d8 + 4) piercing damage.
succeeds on a DC 14 Intelligence (Investigation)
check, finds that the door is trapped. A character can Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
disarm the trap by succeeding on a DC 16 Dexterity ft., one target. Hit: 7 (1d6 + 4) piercing damage.
check using thieves’ tools. The trap triggers when the
door is opened, creating an explosion centered on the
doorstep equal to a fireball spell. Abbie has prepared a
body destined to be burned in the explosion, propped
"Abbie who? Never heard of her. My name
up against the far wall. Meanwhile, she escapes Bristle Beard; I sail the seas in search of
is
through the window. A character who investigates treasure. You better scurry away, or I will
the body and succeeds on a DC 10 Intelligence fetch my plank! Yarrrr."
(Medicine) check realizes that the corpse is several — Disguised Abbie
days old. Abbie attempts to keep her distance, using
her bonus action to Hide or Dash and pepper the
characters with ranged attacks.
47 Chapter 2 | Bounty Hunts
Aidrid

Vivienne Byshey Oran


48
Vivienne Byshey
History Vivienne Byshey
Medium humanoid (human), neutral good
Vivienne is an adventurer from Cormyr. She set
out while still in her youth, survived many close Armor Class 17 (splint)
encounters with death, and left some great evils in Hit Points 117 (18d8 + 36)
Speed 30 ft.
her wake—properly beheaded of course. Her travels
brought her as far south as Calimport, and all the way STR DEX CON INT WIS CHA
north to Mirabar. After seeing many of her friends 18 (+4) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
and comrades die by the hands of common lowlifes Saving Throws Str +7, Wis +6
or acid-spewing monsters, she pledged herself to Skills Athletics +7, Insight +6, Medicine +3, Religion +3
Lathander, and learned the art of healing. Senses passive Perception 13
Languages Common
In Baldur’s Gate, Vivienne witnessed a noble
Challenge 7 (2,900 XP)
beating their servant to death in the middle of the
~
road. She came too late to save the mutilated servant,
but she vowed to prevent such tragedies in the future. Action Surge (1/day). On Vivienne’s turn, she can take one
additional action on top of her regular action and a possible
Without a second thought, she rammed her spear
bonus action.
through the noble’s heart. While her actions may
have been just, they certainly were unlawful. The Spellcasting. Vivienne is a 5th-level spellcaster. Her spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
bounty on her head being the result.
Vivienne has the following cleric spells prepared:
Location & Tactics Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): cure wounds, sanctuary, shield of faith
Vivienne hides in a warehouse in the Gray Harbor, 2nd level (3 slots): hold person, spiritual weapon
waiting for an opportunity to leave the city. She rests 3rd level (2 slots): dispel magic, glyph of warding, spirit guardians
in the attic, while watching the lower levels through
small cracks in the ceiling. When the characters enter Actions
the building, she shouts: “You don’t have to do this. Turn Multiattack. Vivienne makes three spear attacks.
around and we will all live to enjoy tomorrow!” Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Vivienne cast a glyph of warding at 4th level on the range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or
only staircase leading up to the attic. Stepping on the 8 (1d8 + 4) piercing damage if used with two hands to make a
melee attack.
staircase triggers the explosive runes, dealing 27 (6d8)
thunder damage in the affected area (see the spell Preserve Life (2/day). Vivienne heals 25 hit points.
glyph of warding for details). Hearing the explosion,
Vivienne cuts loose a grain-filled crate, hoisted right
above the staircase. The crate destroys the staircase,
and the character who triggered the glyph of warding
must make a DC 12 Dexterity saving throw. The "Sometimes, we must make hard decisions. I
character takes 18 (4d8) bludgeoning damage on a stand by mine. Lathander will be my judge
failed save, or half as much damage on a successful after I die, not you or any other!"

one. Vivienne only knocks characters unconscious — Vivienne


and runs when she sees the chance. She opens combat
by casting hold person at 3rd level on the characters’
front line and spiritual weapon. When hold person ends
or fails, she casts spirit guardians.
49 Chapter 2 | Bounty Hunts
Oran
Oran
History Medium humanoid (human), neutral

From his earliest memories, Oran was a wanderer. Armor Class 17 (unarmored defense)
Hit Points 130 (20d8 + 36)
Born in a nomadic tribe, he never spent more than
Speed 55 ft.
a few weeks in a single spot. Later in life, he realized
that his tribe has been walking in circles through STR DEX CON INT WIS CHA
an inhospitable desert, probably for hundreds if not 12 (+1) 18 (+4) 14 (+2) 12 (+1) 20 (+5) 12 (+1)
thousands of years. An unbearable disgust overcame Saving Throws Dex +7, Wis +8
him after that realization, and Oran left friends and Skills Acrobatics +7, Perception +8, Stealth +7
family behind without saying a single word. Finally Damage Immunities poison
free, he has never stopped walking and experiencing Senses passive Perception 18
Languages Common
the world. The fighting techniques he learned in his
Challenge 8 (3,900 XP)
tribe helped him greatly, but he honed his skills by
incorporating different martial arts from anyone ~

willing to teach. Oran plans to return to his tribe Soul Resistance (3/Day). Oran can reroll a saving throw he fails.
one day and break the cycle; preferably by force. The He must use the new roll.

bounty on Oran’s head is offered by the pupils of Empowered Strikes. Oran’s unarmed strikes count as magical
a master he killed in combat. Not too unusual, but for the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
Oran not only beat but also humiliated the teacher,
enough to warrant revenge. Evasion. When Oran is subjected to an effect that allows him
to make a Dexterity saving throw to take only half damage, he
Location & Tactics instead takes no damage if he succeeds on the saving throw, and
only half damage if he fails.
Oran prefers meditating on top of tall buildings. Slow Fall. Bludgeoning damage Oran takes from falling is
Currently, he’s sitting on top of the High House reduced by 70.
of Wonders. The flat-roofed building is 400 feet Actions
long, 100 feet wide, and 60 feet tall. The roof can be
Multiattack. Oran makes four unarmed strikes.
accessed by two trapdoors, placed on opposite ends of
the roof 400 feet apart. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage. Choose one of the
Oran opens combat by pummeling the characters following additional effects:
with his Dragon Fist, forcing them to close in while ™™ The target must succeed on a DC 16 Strength saving
also moving in their direction. Oran prefers not to throw or be pushed up to 15 feet away from Oran.
kill any of the characters, but when he falls below half ™™ The target must succeed on a DC 14 Constitution saving
of his hit points, he moves to the building’s borders throw or is stunned until the end of Oran’s next turn.
and attempts to throw the characters over the side. ™™ The target must succeed on a DC 16 Dexterity saving
A creature falling from this height takes 21 (6d6) throw or takes an extra 10 (3d6) radiant damage.
bludgeoning damage. When attempting to push a ™™ A creature within 5 feet of the target, whose AC is equal
character with high strength, Oran attempts to stun or lower than the target’s, takes 4 bludgeoning damage.
the character first. If Oran falls below 30 hit points, Dragon Fist. Oran casts scorching ray at 8th level. His spell attack
he jumps off the roof and flees. bonus for this action is +8.

50 Chapter 2 | Bounty Hunts


Aidrid
History
Aidrid
Aidrid is a child of Ruathym, a raider and warrior Medium humanoid (human), neutral
through and through. There’s no better feeling than Armor Class 18 (chainmail and shield)
crushing your enemies’ skulls, looting their corpses, Hit Points 168 (16d12 + 64)
and plundering their homes. Rumor has it, Aidrid is a Speed 55 ft.
child of the Storm Maiden herself. With the supposed STR DEX CON INT WIS CHA
lineage giving her a valid claim to power, Aidrid 16 (+3) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 16 (+3)
attempted to take the throne of Ruathym. Alas, the
Saving Throws Str +7, Con +8
plan failed, and Aidrid was slain. The victorious king
Skills Intimidation +7, Nature +5, Perception +6, Survival +6
put her corpse on a raft and pushed her into the sea. Senses passive Perception 16
Many days later, Aidrid set foot on the shore near Languages Common, Ruathen
Baldur’s Gate, unsure if the gods still had a plan for Challenge 9 (5,000 XP)
her, or if she was just lucky. Killing several people ~
on her way to the city to acquire food and equipment Frenzied Rage (3/day). As a bonus action, Aidrid enters a
resulted in a sizeable bounty on Aidrid’s head. frenzied rage, gaining the following benefits:
™™ Aidrid rolls 2 additional damage die when scoring a
Location & Tactics critical hit, and her weapon attacks score a critical hit on a roll of
Aidrid recruits warriors and sailors in an alehouse 18, 19 or 20.
named “Blood & Bones” located in the harbor area. ™™ When Aidrid scores a critical hit against a creature, the
She can be found in the taproom, drinking at the bar. target must succeed on a DC 14 Strength saving throw or is
knocked prone.
Aidrid uses her Frenzied Rage when combat starts ™™ Aidrid has resistance to bludgeoning, piercing, and
and engages characters with ranged weapons or slashing damage as well as immunity to psychic damage.
casters first. When she notices a character healing ™™ Aidrid has advantage on Dexterity and Strength saving
an ally, she focuses on the healer. In the alehouse, throws.
Aidrid can use her action to make a DC 15 Charisma ™™ Aidrid’s speed increases by 20 ft.
(Intimidation) check. On a success, 2 (1d4) bandits
Aidrid’s rage lasts for 1 minute, which she can end early on her
support her against the characters. Aidrid uses her
turn using a bonus action.
Shield Bash preferably against strongly armored
Actions
targets. When she falls below 25 hit points, Aidrid
runs from the alehouse and dives into the harbor Multiattack. Aidrid makes four warhammer attacks.

water in her attempt to escape. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) bludgeoning damage.
Reactions
Shield Bash. When a creature within 5 feet of Aidrid hits her
"It is only a question of time before I take with an attack, she can use her reaction to cause the creature
my rightful seat on the throne. You could
to make a DC 14 Dexterity saving throw. On a failed save, the
join me in my quest for power and revenge.
creature is stunned until the end of its next turn.
Countless riches await the brave and loyal!"
— Aidrid

51 Chapter 2 | Bounty Hunts


Rimebeard

Kordin the Black

52 Gleda d'Harcourt
Kordin the Black
Kordin the Black
History Medium humanoid (human), neutral evil
Kordin was born in a small village south of Armor Class 16 (breastplate)
Luskan. His prospects in life were either working Hit Points 171 (18d8 + 90)
in his father’s fishery, or his uncle’s small shipyard. Speed 30 ft.

However, a different opportunity arose when Kordin STR DEX CON INT WIS CHA
heard a strange voice in his head, luring him with the 14 (+2) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)
promise of riches and power. What young man could
Saving Throws Con +9, Cha +8
resist such an offer? Soon after, Kordin found himself Skills Arcana +6, Deception +8, Intimidation +8
in the service of Slarkrethel, a powerful kraken Damage Resistances psychic
wizard. Senses darkvision 120 ft., passive Perception 12
Languages Common, telepathy 30 ft.
Since then, Kordin serves as assassin, recruiter, spy, Challenge 10 (5,900 XP)
and ambassador. The Harpers have offered a bounty
~
on his head for many years. Many bounty hunters
Action Surge (1/day). On Kordin’s turn, he can take one
have met their end by Kordin’s hands and, over time,
additional action on top of his regular action and a possible
he has learned to enjoy the simple pleasure of killing bonus action.
his greedy persecutors.
Amphibious. Kordin can breathe air and water.

Location & Tactics Mystic Arcanum (1/day each). eyebite, finger of death
Second Wind (1/day). As a bonus action, Kordin regains
Kordin passed the recent nights in the Water 7 (1d10 + 2) hit points.
Queen's House, the temple of Umberlee in the Lower
Spellcasting. Kordin is a 13th-level spellcaster. His spellcasting
City. Slarkrethel sent Kordin to test the clerics’ ability is Charisma (spell save DC 16, +8 to hit with spell
unwavering conviction to their goddess and her attacks). He regains his expended spell slots when he finishes a
chosen. The priests aren’t happy about his visit but short or long rest. He knows the following warlock spells:
treat Kordin as a guest. Cantrips (at will): chill touch, eldritch blast, friends, minor illusion

Kordin’s approach to fighting is to kill first and 1st-5th level (3 5th-level slots): armor of Agathys, banishment,
revive for questioning later. He starts combat by clairvoyance, counterspell, detect thoughts, dimension door, dissonant
whispers, dominate person, Evard's black tentacles, hold person,
casting hold person on four characters. Kordin then
invisibility, sending
uses his Action Surge and casts dominate person on
Actions
a character not affected by the hold person spell,
preferably a character who wears heavy armor. Multiattack. Kordin makes two longsword or tentacle attacks.
Kordin commands the character to attack the arcane Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
caster of their group. On his next turn, Kordin casts Hit: 8 (1d10 + 3) slashing damage plus 4 necrotic damage.
finger of death on the attacked character. Kordin saves Tentacle. Melee Weapon Attack: +7 to hit, reach 25 ft., one target.
his last spell slot to cast dimension door and escape if Hit: 6 (1d6 + 3) bludgeoning damage.
things turn sour. Reactions
Entropic Ward. When a creature makes an attack roll against
Kordin, he can use his reaction to impose disadvantage on that
"Open your mind and let me in!"
roll. If the attack misses, his next attack roll against the creature
— Kordin the Black has advantage if he makes it before the end of his next turn.

53 Chapter 2 | Bounty Hunts


Rimebeard
History Rimebeard
Medium humanoid (human), neutral
Rimebeard, once a member of the Emerald
Armor Class 15 (hide +2)
Enclave, turned heretic and took steps to destroy all
Hit Points 153 (18d8 + 72)
civilization. He is known for leveling entire villages, Speed 30 ft.
working with goblinoids and other monsters to
attack towns, and destroying important infrastructure STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 18 (+4) 14 (+2) 20 (+5) 12 (+1)
like bridges. His deeds stem from a deep desperation
about the seemingly unstoppable destruction of Saving Throws Int +6, Con +8, Wis +9
nature. Rimebeard’s methods were tempered, even Skills Insight +9, Perception +9, Survival +9
benevolent once. But after so many setbacks, he uses Damage Immunities cold
Senses passive Perception 19
all the tools available.
Languages Common, Druidic
Rimebeard came to Baldur’s Gate to deal a decisive Challenge 11 (7,200 XP)
blow to the city. His plan is to destroy the sewers, ~
clogging up the city with its own waste. Additionally, Favored of Auril. Whenever Rimebeard casts spells that deal cold
Rimebeard plans to send diseased rats into Baldur’s damage, he rolls an additional damage die.
Gate, to hasten the spread of whatever plague befalls Spellcasting. Rimebeard is an 13th-level spellcaster. His
the citizens. spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). He has the following druid spells prepared:
Location & Tactics Cantrips (at will): druidcraft, poison spray, ray of frost, resistance,
shillelagh
Rimebeard lives in a small alcove in the sewers. The
1st level (4 slots): cure wounds, fog cloud, speak with animals,
characters find Rimebeard meditating in a circular thunderwave
chamber with a diameter of 120 feet and a height of 2nd level (3 slots): darkvision, hold person, moonbeam
10 feet. The floor is covered in ankle-high water. 3rd level (3 slots): water breathing
4th level (3 slots): confusion, dominate beast, ice storm, polymorph
Rimebeard opens combat by casting hold person 5th level (2 slots): antilife shell, cone of cold, insect plague, wall of
at 5th level, if needed. On his next turn, Rimebeard stone
uses his Change Shape action. Once he returns 6th level (1 slots): heal, wall of ice
to his original form, he uses plane shift against 7th level (1 slots): plane shift
a weakly armored character, to send them to Actions
Bytopia. Rimebeard can use polymorph to turn into a Quarterstaff. Melee Weapon Attack: +5 to hit (+9 to hit with
mammoth, or other beasts with a CR of 2 or lower. shillelagh), reach 5 ft., one target. Hit: 8 (1d8 + 5) bludgeoning
When Rimebeard falls below 50 hit points and has damage with shillelagh.
no uses of polymorph left, he uses wall of ice or wall of Change Shape (1/day). Using the druid’s Wildshape feature,
stone to trap the characters and escape. Rimebeard transforms into an abominable yeti.

"I feel the warmth of your meat. It disgusts me! If I have to take every last life to preserve nature, I will
not shrink from doing what is needed!" — Rimebeard

54 Chapter 2 | Bounty Hunts


Gleda d'Harcourt
Gleda d'Harcourt
History Medium humanoid (human), chaotic evil
Armor Class 18 (adamantine plate)
Gleda d'Harcourt was a paladin in the service of
Hit Points 190 (20d10 + 80)
Torm before being corrupted by Cyric. The mad god Speed 30 ft.
spun a web of lies around Gleda, killed off her family
and most trusted friends, and sent her ever deeper STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 14 (+2) 18 (+4) 20 (+5)
into a rabbit hole of despair and insanity.
Saving Throws Con +8, Wis +8, Cha +9
Isolated and vulnerable, Cyric himself appeared Skills Insight +8, Medicine +8, Persuasion +9, Religion +6
before the troubled paladin. Disguised as Torm, Cyric Senses passive Perception 14
demanded that Gleda renew her oath to him, then Languages Common
and there. Gleda pledged her undying loyalty for all Challenge 12 (8,400 XP)
eternity, knelt, and kissed the deceiver’s hand. Cyric ~
laughed and ordered Gleda to slay all her allegedly Aura of Doom. Creatures within 30 feet of Gleda have
fallen comrades in Torm’s Chapter. After the deed disadvantage on their saving throws.
was done, Cyric revealed himself to Gleda, which Corrupting Touch (5/day). As a bonus action, Gleda touches a
completely broke her. Now, Gleda does Cyric’s creature within 5 feet of her. The target must succeed on a DC
bidding, and travels across the world to spread death 17 Constitution saving throw or becomes poisoned. The target
and misery. The bounty on Gleda’s head also includes can repeat the saving throw at the end of its turn, ending the
returning her weapon to the church of Helm so it effect on a success.
may be cleansed and returned to Helm’s service. Corrupted Avenger. The weapon offers the following benefits
unique to Gleda:
Location & Tactics ™™ Gleda has advantage on saving throws against spells and
other magical effects.
Gleda rented a room in the Brass Harp Inn and
Tavern and prays in her chamber. First, she uses ™™ Gleda heals 2 (1d4) hit points for each hit with the
corrupted avenger.
destructive wave if she can get into a position where
the spell affects at least three characters. Gleda uses Legendary Resistance (2/Day). If Gleda fails a saving throw, she
can choose to succeed instead.
banishment to remove characters with the highest
damage potential from the fight. She goes through Spellcasting. Gleda is a 19th-level spellcaster. Her spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell
her different smite options from top to bottom, but
attacks). She has the following paladin spells prepared:
only uses banishing smite against characters she has
1st level (4 slots): command, shield of faith, wrathful smite
hit at least two times with her weapon. On each turn,
2nd level (3 slots): branding smite, lesser restoration
if possible, she uses her Corrupting Touch against
3rd level (3 slots): blinding smite, crusader’s mantle, daylight, magic
melee fighters. circle
4th level (3 slots): banishment, locate creature, staggering smite
5th level (2 slots): banishing smite, destructive wave, geas
"Kneel dogs, and receive the liberating tip of
my sword. It is a joyful time! Cyric welcomes Actions
all those who call on his name with their Multiattack. Gleda makes two attacks with her corrupted
dying breath." avenger.
— Gleda d'Harcourt Corrupted Avenger. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 11 (2d10)
necrotic damage.

55 Chapter 2 | Bounty Hunts


Chapter Three: Random Encounters
R andom Encounters
2d10 Daytime Encounter Nighttime Encounter Sewer Encounter
2 Mad stabber Shar’s priestess Sewer elemental
3 Insidious barber Grease fire Anti-matter zone
4 Cyric’s priest Crazed wererat Birdcage
5 Suspect horse cart Street justice Glowing mushrooms
6 Thieving sword swallower Drug dealer Floater

View of the Castel Sant'Angelo in Rome by Pierre Antoine Demachy


7 Rampaging apes Drunken master Sewage dam
8 Fraudulent street vendor Fake patrol Rats & thieves
9 Lost wanderer Scammer Loud pump
10 Dexterous thimblerigger Bloody hand Sphere
11 Wishing well Battle of rimes White crocodile
12 Pillory Guard under attack Old bag
13 Construction accident Stolen goods Exterminators
14 Berserker duelist On the lam Flumph
15 Bargaining doctor Retired instructor Corpse
16 Mourning musician Smokehouse Ooze farm
17 Fortune teller Dead nightingale Expedition
18 Desperate scholar Naked man Severed arms
19 Ilmater’s priestess Dead robber Kobold worker
20 Invisible friend Wine tasting Scavengers
56 Chapter 3 | Random Encounters
Table of Contents - Encounters
Anti-Matter Zone..........................................58 Kobold Worker.............................................64
Bargaining Doctor.........................................58 Lost Wanderer...............................................64
Battle of Rimes...............................................58 Loud Pump.....................................................64
Berserker Duelist...........................................58 Mad Stabber...................................................64
Birdcage..........................................................58 Mourning Musician......................................65
Bloody Hand...................................................59 Naked Man.....................................................65
Construction Accident..................................59 Old Bag...........................................................65
Corpse.............................................................59 On the Lam....................................................65
Crazed Wererat..............................................59 Ooze Farm......................................................66
Cyric’s Priest..................................................60 Pillory.............................................................66
Dead Nightingale...........................................60 Rampaging Apes............................................66
Dead Robber..................................................60 Rats & Thieves...............................................66
Desperate Scholar..........................................60 Retired Instructor..........................................66
Dexterous Thimblerigger.............................60 Scammer.........................................................67
Drug Dealer....................................................61 Scavengers......................................................67
Drunken Master............................................61 Severed Arms.................................................67
Expedition......................................................61 Sewage Dam...................................................67
Exterminators................................................61 Sewer Elemental............................................67
Fake Patrol.....................................................61 Shar’s Priestess...............................................68
Floater.............................................................62 Smokehouse...................................................68
Flumph...........................................................62 Sphere.............................................................68
Fortune Teller................................................62 Stolen Goods..................................................68
Fraudulent Street Vendor.............................62 Street Justice...................................................69
Glowing Mushrooms....................................62 Suspect Horse Cart........................................69
Grease Fire.....................................................63 Thieving Sword Swallower..........................69
Guard Under Attack......................................63 White Crocodile............................................69
Ilmater’s Priestess..........................................63 Wine Tasting.................................................70
Insidious Barber.............................................63 Wishing Well.................................................70
Invisible Friend..............................................64
Encounters
You can use these random encounters to fill the Battle of Rimes
city of Baldur’s Gate with life. The emphasis lies
You notice a crowd and approach to find out what
on interesting inhabitants, who the characters is at the center of their attention. Encircled by the
may befriend or make enemies of. Most day- and many people, you find two women engaged in
nighttime encounters are interchangeable but a battle of wits. They exchange unpleasantries,
thematically best fit their respective part of the day. grave insults, and far-fetched implications about
The tables are weighted, meaning rolling the outliers each other’s respective mothers. Depending on how
becomes increasingly improbable. You may also pick loud the crowd cheers, the tide of battle turns, it
seems. “They are at it for several hours now!” a
encounters your players might particularly enjoy and
bystander informs you.
can adjust the difficulty of the encounter.
The characters witness a duel to the death of a
Anti-Matter Zone person’s reputation. The combatants fight dirty, with
A curiosity presents itself. A few feet before you, a lyric feints and figurative low blows. Dueling are two
spherical portion of the sewers is entirely missing. half-elven sisters, Elisen and Gweyir. The characters
The path is completely gone, as are parts of the can sway the battle by using cheer-intensifying magic
wall and ceiling. Now, sewage fills the missing in favor of one side, or by entering the battle, turning
parts of the floor.
the battle of rimes into a battle royale. Succeeding on
The phenomenon was caused by a 10-foot-diameter three consecutive DC 15 Charisma or Intelligence
sphere of annihilation. There sphere is destroyed now, (Performance) checks before failing two attempts,
but it left ripples in the weave that are damaging to wins the character the day.
matter. A character who passes through the affected
area takes 2 (1d4) necrotic damage. Berserker Duelist
A towering figure makes its way through the
Bargaining Doctor many people buzzing about. Two heads taller than
From quite a ways away, you can hear spirited anyone around, the woman does stand out. When
shouting. Nearing the scene, you see two people she sees you, a big grin forms on her face. Without
engaged in an intense bargaining session. much care for passers-by, she plows through the
Words like “cutthroat,” “panhandler,” and “good masses in your direction.
thrashing” are thrown around liberally. Chirgann (chaotic neutral female human
Tulip (neutral good female halfling commoner) berserker) is a travelling warrior who challenges
is a physician on a mission. She has a Wisdom of worthy opponents to duels. She chooses the character
16 and proficiency in Medicine. Tulip wants to most proficient in melee combat as her prey, formally
acquire expensive sulfur crystals from a merchant introducing herself, and proclaiming the challenge.
but can’t afford them. Her attempts at haggling If she is defeated, she offers her blade for one quest
failed spectacularly. The characters can purchase the of the victor’s choice. If Chirgann wins, she gives the
crystals for Tulip for 10 gp. The mineral is the basis character “time to grow” before they meet again.
for an experimental but extremely potent medicine.
As a thank you, Tulip sends the characters one dose Birdcage
of her medicine three days after the event. Taking the You find a large crack in the floor, extending
medicine grants you advantage on your next saving into the wall. You cannot see how deep the crack
is, and it is too small to explore what lies beneath.
throw against a disease. The effect ends after 24
Curiously, a cage with a dead canary inside stands
hours. next to the fissure.
58 Chapter 3 | Random Encounters
A character who succeeds on a DC 10 Intelligence characters 1 gp if they stabilized Wellyn or 2 gp if
(History) check knows that these birds’ death they healed him. The coins are for the characters’
normally indicates deadly gases. If the characters troubles, and their discretion, the foreman makes
cross the crack while carrying open flames, the gas clear. Accidents are seen as bad omens, which would
explodes. Characters within 10 feet of the fissure impair the bank’s good reputation before it is even
must succeed on a DC 14 Dexterity saving throw, finished!
quickly diving under water, or take 14 (4d6) fire
damage in the conflagration. Enough gas for a Corpse
renewed explosion accumulates after 1 hour. Perched against the wall, you find a tall, male
corpse. A fresh puddle of blood on the floor
Bloody Hand suggests that this person has died not too long ago.
You walk along a dimly lit street, when one of the Examining the corpse reveals that the person
passers-by lays their hand on your chest. It only
died from several stab wounds in the gut. Searching
lasts an instant, and you’re left to wonder what
has happened. Looking at your chest, you see a the body and succeeding on a DC 16 Intelligence
bloody hand mark. (Investigation) check reveals a ruby worth 500 gp
in the person’s throat. A character who succeeds
Hans (chaotic neutral male human commoner) is on a DC 14 Wisdom (Perception) check finds a
a prankster who puts pig’s blood on people’s chest bloody trail leading away from the body. If the
to freak them out. If the characters succeed on a DC characters follow the tracks, they find another corpse.
16 Wisdom (Perception) check, they make out Hans The corpses are the remains of two friends, both
among the people. Use the chase rules to play out the scavengers, who killed each other over the finding
pursuit, if the characters want to catch the culprit. of the valuable gem. After the fight, not knowing his
Hans only laughs when they catch him and proclaims: former friend had already died, the other attempted
“You should be used to blood, looking like the mercenaries to swallow the stone to fool the former friend into
you are. What’s the big deal?” thinking the ruby was discarded into the sewage.

Construction Accident Crazed Wererat


You are passing by a large construction site, when The calm night is disturbed by a high-pitched
you hear a loud crack, followed by shouting, and scream. Shortly after, a furry figure scurries down
finally a heavy thump. Some passers-by look from the top of a building nearby and heads your
stunned, others shake their head and continue way with red glowing eyes!
on their way. Reason being, only a few feet away
from you, a worker fell to the ground from high Robar (chaotic evil male dwarf wererat) attacks
up and now lies motionless. A puddle of blood the characters in his hybrid form. Robar is a beggar
forms under the man’s head quickly! who was infected with lycanthropy while fending off
The construction site the characters are passing a giant rat; this shattered his already damaged psyche.
is that of The Noble Coin, an up-and-coming bank Now completely insane, Robar attacks passersby to
in Baldur’s Gate. Unless the characters act quickly, infect as many people as possible. The characters can
Wellyn (neutral male human commoner) dies then end the infection and reverse the condition by casting
and there on the street. A character must succeed on remove curse on the crazed dwarf. Alternatively, the
a DC 14 Wisdom (Medicine) check to stabilize the characters can restore Robar’s sanity by casting minor
worker, or use some form of healing magic to get restoration or greater restoration on him, after which he
Wellyn back on his feet immediately. After whatever ceases the attacks.
outcome, a stressed foreman appears, and pays the

59 Chapter 3 | Random Encounters


locket with a drawing of a young boy inside—Jilltin’s
Cyric’s Priest son. Jilltin’s head is worth 250 gp if brought to a
You pass an old beggar, one among hundreds. guard barracks or similar building. The necklace and
To your surprise, the beggar throws a gold coin gem may serve as future plot points.
at you, followed by the words: “I will give you a
thousand gold pieces if you kill that ugly bloke
over yonder!” With that, he points at a different Desperate Scholar
beggar, sitting in an alley across the street. A A desperate scream echoes through the street when
toothless grin spans his face, as the murderous a small woman gets thrown out of a shop. She
client stares at you with sickly eyes. lands hard on the ground and rubs her behind,
which must hurt from the fall. She has tears in her
Eswir (chaotic evil male human priest) is an eyes when she screams in the general direction of
itinerant priest and devout follower of Cyric. The the shop: “You will regret that!”
offer is genuine. Eswir carries a bag of holding
Ianna (neutral female gnome apprentice wizard
with him, in which 1,000 gp wait for the slayer of
VGtM) is trying to get her hands on a book she needs
a nameless beggar. A character who complies and
for her thesis. Unfortunately, she has already accrued
accepts the gold, must make a DC 15 Wisdom saving
a sizeable debt with the proprietor, and attempted to
throw or suffer from a short-term madness, as
fool them with a false appearance using alter self—to
determined by rolling on the Short-Term Madness
no avail. The characters can buy the book for 50 gp,
table in Chapter 8 of the Dungeon Master’s Guide.
steal it with a successful DC 16 Dexterity (Sleight of
Dead Nightingale Hand) check, or get store credit with a successful DC
20 Charisma (Persuasion) check. If the characters
Without grace, a bird crashes at your feet and lies
help, Ianna sends them three random spell scrolls of
motionless. Bound about its leg, you see a small
scroll. The bird died in the line of duty. first level a few days later.

A character who succeeds on a DC 10 Intelligence Dexterous Thimblerigger


(Nature) check recognizes the bird as a nightingale. A small cluster of people has formed around a
The message it carries is a love letter from one Lady person sitting on the ground, where dexterous
Burmal to a person called Sweet Cheeks. An hour hands set three cups dancing across an old, dusty
of inquiries and success on a DC 16 Charisma check rug. You hear people shouting “Left! No, right!”
reveals Sweet Cheeks to be a local good-for-nothing and conclude there’s some betting going on. An
opportunity to earn some coins?
philanderer. The characters can return the letter to
either of the mentioned persons for a reward of 50 The occasional thimblerigger, Destitute (neutral
gp, or to Lord Burmal, for a reward of 500 gp. female tiefling illusionist VGtM) passes a lazy
afternoon with some games. The characters can
Dead Robber bet up to 10 gp on the location of a small marble,
The familiar smell of fresh blood fills your normally hidden beneath one of the cups. In the first
nostrils. It guides you to a dark alley, where you round, Destitute makes a Dexterity (Sleight of Hand)
spot a mangled corpse on the ground. Several bolts check with advantage to hide the marble up their
protrude from the dead person’s back, and a large
sleeve. In the second round, Destitute uses major
puddle of blood slowly flows in your direction.
image to create a fake marble that the tiefling hides
The dead robber’s name was Jilltin, a skilled below ground when someone picks the correct cup.
and highly regarded individual—in certain circles. Destitute doesn’t dismiss the spell and instead “hides”
Searching the corpse reveals the following items: one the marble so that it is reusable. When the situation
potion of invisibility, a blue spinel worth 500 gp, and a gets out of hand, Destitute casts invisibility and runs
away.
60 Chapter 3 | Random Encounters
Drug Dealer made from a mindflayer head and dirty quaggoth
pelts that hang loosely on her gaunt frame, exposing
A small person standing in the shadows whistles
quietly when you pass by. When gaining your bruises everywhere. Unless the characters bring her
attention, the person opens their mantle, revealing to a healer on the surface or cast minor restoration
a myriad of small bags hanging from the inside of to cure her sickness, she will deteriorate and die.
their coat. Gwendella remains in the city for half a year and
happily helps the characters with information about
The pretend drug dealer is Lilosa (neutral female
the Underdark in general and its creatures.
gnome bandit). She sells colorful salt, ground bricks,
different spices, and dried fisheyes as drugs. She
Exterminators
waits for her customers to explain what they want,
A group of people wearing strange masks cross
then sells them whatever small bag she grabs. One
your path. Long tubes connect the unusual
bag of fake drugs costs 1 gp. After concluding the headgear to their backpacks, and their eyepieces
transaction, Lilosa vanishes into the sewers. give off a green hue. With muffled voices, they
ask about your business in the sewers.
Drunken Master
The characters encounter Wolfmann (lawful
A swaying man leaves a tavern and slowly
bumbles in your direction. It seems he is barely neutral male human veteran) and his troop of
able to stand, let alone walk! As he closes the exterminators, three guards. They are professional
distance, he asks you with a heavy tongue: “You monster hunters and keep the sewers clean on a
interested in a dance? I have not worked out in a contractual basis. If asked what the exterminators
while!” usually encounter, they give the following account:
The man’s name is Lyon (neutral male human swarms of rats, giant rats, pig-rats, wererats, oozes
martial arts adept VGtM) and he is a renowned of various colors and sizes, the odd darkmantle, and
drunken master. The characters can prevent a brawl dangerous fungi. Wolfmann makes the following
with a successful DC 14 Charisma (Persuasion) proposition: if the characters are free, he could use
check. Otherwise, Lyon attempts to punch the their help. The exterminators tracked a swarm of five
strongest character in the face. He only deals non- gibbering mouthers they cannot take on alone. If
lethal damage. If the characters kill Lyon, three the characters help, Wolfmann promises them half of
of his pupils, all martial arts adepts, seek out the pay, 250 gp.
the characters to avenge their master. It is at your
discretion when this occurs. Fake Patrol
You were minding your own business, when a
Expedition bit of trouble came your way. Six guards with
You hear murmurs and curses in the darkness. smug looks on their faces now stand in your path:
The sounds originate from a large recess in the “What a nice evening we have! Could you show us
wall, which shifts and turns, making it impossible your permit for violating the curfew by chance?”
to tell what the source is without exploring the The guards are six bandits in disguise, who use
crevice.
their pretend authority to fleece people. When the
At the end of the crevice, the characters find characters can’t produce their imaginary permit,
Gwendella (neutral female half-elf assassin). She is the guards ask for a penalty of 5 gp per head. If
the last survivor of an expedition into the Underdark, the characters can’t pay up, the guards suggest the
which originated in Waterdeep. Gwendella is characters’ equipment will suffice as payment. A
disoriented, sick, malnourished, and in a delirium. character with a passive Wisdom (Insight) of 12 or
She managed to come this far, but her body failed her higher sees through the charade. The guards carry 56
on the final stretches. She wears a grotesque mask gp and eight bottles of wine with them.
61 Chapter 3 | Random Encounters
Floater Old Haj offers several methods: the reliable
chiromancy, reading from tea leaves, tossing bones,
Slowly but surely, a human-sized object drifts in
your direction through the viscous wastewater. or plain old fish guts. After telling the characters
The ambient stink increases as it comes closer, their fortunes—they will become rich and famous
unbelievably so. after enduring hellish hardships–Old Haj signs with
thieves’ cant where they can find a safehouse in the
The floater (zombie) is animated by spores, and sewers not far away. Courtesy of the house.
attacks the characters if they attempt to interact
with it. When the characters deal damage to the Fraudulent Street Vendor
floater, all creatures within 15 feet of it must make a
From afar, you hear a high voice shouting: “Health
Constitution saving throw or take 3 (1d6) necrotic potions! Selling life-saving potions of healing!
damage from the spores. A character who examines Radically reduced in price and guaranteed not
the floater and succeeds on a DC 18 Intelligence stolen!” It does not take long, and you see the
(Medicine) check finds an alien fungal infection in origin of the commotion. A young gnome, with a
the brain. vendor’s tray strapped to their belly, offers several
flasks and vials to interested parties.
Flumph The vendor Bimpnobbin (chaotic neutral male
You see a strange, green ball floating on an gnome spy) sells counterfeit health potions.
intersection ahead. It turns a corner and vanishes Bimpnobbin offers eight potions for 25 gp each.
from sight.
The gnome hints that the potions are “hot goods”
The creature the characters spotted is a flumph. and therefore comparatively cheap. It is hard to
The reason for its green color is its curiosity about tell the potions from the genuine, since color, taste
the characters. If the group is good or neutral aligned, and viscosity are almost perfect. Short of testing
the flumph waits to speak with them. If they are the healing effects then and there, a character must
evil aligned, the flumph flees. The flumph’s name is succeed on a DC 15 Wisdom (Insight) check to see
Hyxdrophilinous, or simply Hyx for clumsy human through the charade or on a DC 10 Intelligence
tongues. It is an explorer and left the Underdark to check using alchemist’s supplies to verify the potions’
see what it would encounter if it continuously floats uselessness. Once found out, Bimpnobbin ditches the
up. If the characters tell Hyx about the surface, it is tray and runs.
intrigued by the concept and asks if the characters can
show it around. Glowing Mushrooms
Ahead, you see a field of mushrooms growing
Fortune Teller on the walls and ceiling. They emit a blue light,
illuminating this part of the sewers. Many dead
You pass an inconspicuous stall when you hear a
creatures in various stages of decay litter the floor
strange voice: “I have been waiting for you! Step
in their vicinity.
over here, I must tell you of your future.” When
you take a gander at the small shed, you see a The mushrooms are extremely poisonous. The
wrinkled fortune teller with a twinkling smile.
characters must either make a detour, or a DC 12
The number of metal teeth is staggering! “Do not
be shy, come closer!” Constitution saving throw when passing through
the affected area. On a failed save, the character is
The fortune teller, Old Haj (neutral female human poisoned for 1 hour. A character who succeeds on
commoner), pretends to be able to foretell the a DC 16 Intelligence (Nature) check can harvest
characters’ future for a silver piece. some of the mushrooms. The character creates the
equivalent of two basic vials of poison.

62 Chapter 3 | Random Encounters


Grease Fire Ilmater’s Priestess

View of the City of Gennep by Abraham Rademaker


With a sudden burst, hungry flames turn night On a corner, you spot a bleeding woman
into day. A spilled barrel of grease caught fire, surrounded by dozens of beggars and homeless.
and the conflagration spreads at an alarming rate! Her skin is cut in many places, and red cords hang
People run in terror, and the grease monger slowly from her arms as if to mimic a constant stream
descends into the shadows. A burning sea now of blood. Nearing the display, you realize it is a
blocks your path, and black plumes ascend into the sermon you are witnessing.
night sky.
The characters encounter Kira (lawful good
The grease monger accidentally tipped the barrel female human priest), a vagrant cleric of Ilmater.
over, causing the fire, and tries to skip responsibility A character who succeeds on a DC 10 Intelligence
by running away. The characters can prevent the (Religion) check, or a character who has expert
fire from spreading by using any non-water-based knowledge on the subject, recognizes her as a
magic that covers the flames or deprives it of oxygen. follower of Ilmater. Kira welcomes the characters,
Covering the flames in dirt with good old muscle offering to include them in the prayer of healing she
power may also do the trick. By using digging is about to cast. If the characters help Kira in healing
implements and succeeding on a DC 12 Strength the needy who have gathered to receive help, she
(Athletics) group check, the characters can prevent embraces the characters and offers to help them with
the worst. Otherwise, a small city district falls victim one task.
to the fire.
Insidious Barber
Guard Under Attack You hear loud shouting from the side of the street:
You hear the muffled sounds of a street brawl “Haircuts, massages, trimmed beards, and cleaned
and quickly find the source of the commotion: ears! All for a copper!” A heavy-set barber mongers
Several figures are stomping on a helpless person his services, broadly smiling and performing
on the ground, while people pass by with lowered tricks with his razor.
heads. The person on the ground is either dead or
Should the characters decide to get their hair or
unconscious, but the attackers won’t relent!
beard trimmed, Oscar (neutral evil male human
Three thugs just realized that the fourth in their commoner) does an excellent job. The characters
gang is an undercover agent, and they don’t take receive compliments for their dashing cuts the entire
too kindly to snitches and traitors. On the ground, day. While working on a customer, Oscar makes
lies Emma (lawful neutral female guard) with 0 hit small talk and asks his customers their name and
points. Begin rolling death saving throws for profession. Unfortunately for the characters, Oscar
her when the characters engage the thugs. If stores the hair and sells it on the black market. This
she survives, Emma asks the characters to might come to haunt the characters, when someone,
carry her to the barracks. The characters or something, attempts to track or curse them in the
receive 50 gp, and a figurative get out future.
of jail free card for a minor future
offense.

63
Invisible Friend Brian (neutral male human commoner) has been
searching for his father since his mother died. After
You are walking along the busy street, when
you feel a hand on your arm and hear a voice asking for a final time who and where his father is,
speaking: “Please, can you help me? Follow me!” the last words of his mother were: “He’s rotting in the
The voice seemingly comes from nowhere. You Nine Hells, the bastard.”
feel a pull on your arm, guiding you toward the
buildings. If the characters treat Brian badly, he walks away
but follows them, throwing stones at them for the
Sera (neutral female elf illusionist VGtM) is an rest of the day.
adventurer in trouble. Her partner Iwa (neutral
good female human veteran) lies in an abandoned Loud Pump
building nearby and is slowly bleeding out. They A loud sucking noise and the sound of grinding
were attacked by unknown assailants, and Sera cogs alerts you to the presence of a mechanical
doesn’t dare show her face in public. Sera seeks help contraption. A large, wooden box hangs a few feet
for Iwa and picks a character who displays a holy high on the sewer wall. A flexible pipe connects
symbol, if available. If the characters help Iwa, either the box with the sewage. Another pipe and a
rotating axis, lead directly upwards into a large
with magic, a potion, or a successful DC 14 Wisdom
breakthrough in the wall.
(Medicine) check, Sera thanks them. She says to
come to the Elfsong tavern in two days, where the Destroying or disabling the pump is no challenge
characters receive their reward: a vicious shortsword for the characters. Two thugs descend into the
she took from one of the attackers. sewers after 15 minutes to check on the pump. To
clamber up the hole in the ceiling a character must
Kobold Worker succeed on a DC 14 Strength (Athletics) check. After
From afar, you hear the clanging of a hammer doing so, the characters arrive in a cellar, where they
echo through the moldy corridors. Unsure from find a filling machine. A label on the bottle reads:
where the noise comes, you soon find yourself “Mom’s Hair Tonic.” The operators of the scheme
standing before a kobold, happily repairing one of live in the building above the cellar.
the many crumbled walls.

The characters encounter Trixi (neutral good Mad Stabber


female kobold) who is one of the sewer kobolds You push through a cluster of people when
living beneath the city. Sewer kobolds keep the suddenly, a sharp pain flashes through your side.
channels intact in exchange for well-made tools A quick feel with your hand confirms your worst
fear: blood! Someone just shoved a dagger into
and other items. Trixi is extremely interested in the
your guts? A murmur fills your ears and shivers
surface and asks the characters many questions if they rack your body. Before you topple over, someone
are friendly. Trixi knows the sewers like the back of grabs your arm and keeps you from falling.
her hand, and offers to guide the characters to their
destination, or any other place, in exchange for tools Choose the least armored character to become
like steel pickaxes or a sturdy wheelbarrow. the victim of Fior, the Mad Stabber (chaotic evil
half-elf cult fanatic). The character takes 4 (1d4+2)
Lost Wanderer piercing damage and 1 poison damage. Characters
A man with worn-out boots and dusty clothing who succeed on a DC 17 Wisdom (Perception) check
plants himself firmly on the ground right in the spot the culprit as they vanish into an alleyway. If the
middle of your path. “Excuse me! By chance, could characters follow, Fior fights, but attempts to run
you tell me the way to the Nine Hells?” With an after losing 20 hit points. Characters who succeed
inane smile on his face, the man waits for an on a DC 15 Wisdom (Survival) check can follow a
answer. bloody trail to a nearby flophouse and find Fior there.
64 Chapter 3 | Random Encounters
Mourning Musician Old Bag

View of Gorinchem by Willem Schellinks


Sad singing reaches your ears while traversing In a pile of rubble, you spot an old bag, clearly
a small plaza. The source is an old dwarf. The filled with something.
musician sits on a low stone bench, plays on a
strange instrument, and sings absentmindedly. If the characters open the bag, they find two
People cautiously put coins in front of the dwarf dozen glass eyes inside, encrusted with dried blood.
since there’s no jar or hat at his feet. A successful DC 12 Intelligence (Medicine) check
reveals that they were removed from their victims at
Shirklgrin (lawful neutral male dwarf bard
least a week ago. A character who inquires about the
VGtM) sings a dwarven dirge to commemorate his
find with the authorities, hears the following account.
dead family. A dwarven character, or a character
Several months ago, people with glass eyes started
who speaks Dwarvish and succeeds on a DC 14
vanishing. The case was never solved, but the eyes
Intelligence (History) check recognizes the song.
are a clear indication that the people are dead. The
When asked about his performance, Shirklgrin
characters receive 50 gp for their help in the matter.
only answers if the character succeeds on a DC 16
Charisma (Persuasion) check. Dwarves make the
On the Lam
check with advantage. He is the last living member
Wild curses and shouting drown out the usual
of his entire clan, surviving four of his sons, among
city noise. On second thought, shouting and curses
others. Characters who hear and understand are quite commonplace, so… Before you can finish
Shirklegrin’s history gain inspiration. that thought, a winded man bumps into you. “I
am terribly sorry, how clumsy of me! Could you
Naked Man please hide me or distract my pursuers? I would be
Without a care in the world, a naked man strolls forever grateful!”
across the street. When he sees you, the man
The characters encounter Valtae the Heartbreaker
quickens his pace and approaches. “Well met! I
need a weapon and armor. Would you be so kind (chaotic good male human bard VGtM). A band
as to help a colleague out?” of four thugs chases him around the city after
Lady Miriam found him in bed with her husband.
Killian (neutral good male human veteran) is a If the characters cannot hide Valtae with a spell
retired adventurer who tries to make a living in the like invisibility or major image, or find a different
city. His brother has gambling problems and Killian imaginative way, they must fight the thugs to provide
wanted to pay what was owed. The creditors stripped the bard an escape. Later, Valtae seeks them out to
Killian naked and sent him on his way. Now he plans offer them a fine reward: a sonata inspired by the
to take on four thugs and four bandits, provided he chase and the characters’ heroic actions.
gets his hands on equipment. When asked why he’s
naked, Killian only answers “gambling problems.”
When asked what he needs the equipment for, he
answers “payback.” If the characters help, Killian
promises to help them with one task.

65
Ooze Farm On a success, the apes calm down and invite the
characters to some pillaged fruits. A city guard
You come across an illuminated entrance. A small
shield next to the door says “Brassfield’s Ooze wordlessly pushes a satchel with 50 gp into the
Farm.” characters’ hands either way. If the characters only
knock the animals unconscious or calm them down,
If the characters enter, Orm Brassfield (lawful the merchant responsible for the apes adds another
neutral male dwarf commoner) welcomes them with 50 gp.
a loud “Welcome to the ooze farms, friends. What may I
do you for?” Rats & Thieves
Orm is in the animal farming business. Specifically, You hear people running, and shortly after, you
see two hooded persons turning a corner in your
he raises gelatinous cubes and sells them to glue
direction. They hesitate for a moment but continue
makers and butchers as fatteners. Orm offers to show on their way with renewed dedication.
the characters the “grazing grounds.” Not far from his
office, Orm operates a fenced pen that is 10 feet deep, The characters encounter Hastar and Zoran, two
60 feet wide, and 100 feet long. To feed the cubes, spies. They are a famous thieving couple who plague
Orm lures rats into the compound. He offers 1 gp for the city with their frequent break-ins. Currently, the
a mostly intact giant rat corpse, or equivalent, should two are running from two swarms of rats which
the characters be interested to earn some coins. have decided to feed on the thieves. If allowed, Hastar
and Zoran run by the characters, screaming “Run!”
Pillory If the characters stop the thieves, the rats catch up
You spot a man locked in a pillory, with two and attack random targets. Hastar and Zoran carry
children picking through the vegetables and stolen goods with them: a silver necklace with a
fruits lying beneath the device. The man whistles gemstone pendant worth 250 gp, a gold ring set
a happy tune and says: “The corncobs felt pretty with bloodstones worth 250 gp, and two small gold
fresh, don’t forget to pick those up Mallory!” bracelets worth 25 gp each.
Bruno (neutral good male human commoner) is a
father of six and has no talents whatsoever. To bring Retired Instructor
some food to the table, he public humiliates himself Supported by his horse, a clearly drunk half-orc
to get his hands on the things people throw at him. slowly walks along the street. His face is covered
in scars, and he is missing one eye. When he sees
It is better than stealing, he argues. His kids drop by
you, his face gets serious, and he shouts: “You
from time to time, to collect the fruits of his labor. there! Yes, you! You are completely open, and how
Bruno is happy to chat with the characters, but hopes are you carrying that weapon? Come on, I’ll give
they throw something at him for his troubles. you some pointers.” With that, he draws his sword
and approaches.
Rampaging Apes
Jurbor (chaotic good half-orc gladiator) was an
Screams in the distance, disoriented people
arena fighter in his youth, later an instructor, and
skittering around, wanton destruction. Business
as usual. A shrewdness of pillaging apes barrels is now retired. He cannot stand the sight of sloppy
towards you, froth in their mouths and murder in adventurers and offers his expertise for free, when
their eyes. he has a good day. Jurbor chooses a character with
a visible melee weapon to receive an impromptu
Several apes escaped a ship from Port Nyanzaru
lesson. The character gains inspiration.
and are trashing the market. The characters face four
apes. The characters can either fight or attempt a DC
16 Wisdom (Animal Handling) check.

66 Chapter 3 | Random Encounters


Scammer The arm is that of a pit fiend, cleanly cut off
through the biceps. How it landed in the sewers is
A crying woman crosses your path. She has a
black eye and watches her back with fear. When a mystery. If the characters open the claw, they find
she sees you, she asks: “Please, can you help me? that the torn-off arm holds a vicious longsword that
I was supposed to buy ale, but a mugger took my is rammed up into the pit fiend’s arm. A character
coin. My Dan will be furious when I come back who succeeds on a DC 18 Intelligence (Arcana)
without his juice. Can you lend some copper to a check determines that the red arm belongs to a
woman in need?” pit fiend. A character who examines the torn off
The spiel the characters witness is a scam. A arm and succeeds on a DC 16 Intelligence (Nature)
character with a passive Wisdom (Insight) of 14 check, recognizes remaining bits of mithril chain
or higher sees through it. If given a few coppers, mail. A character who succeeds on a DC 13 Wisdom
the woman thanks the characters and goes her (Medicine) check determines that the remains aren’t
merry way. The characters will encounter her older than 1 hour.
again, performing her act in the same way at your
discretion. If the characters don’t pay, the woman Sewage Dam
spits on the ground and proclaims: “Better, doing an Your path is cut short by a dam that redirects the
honest scam than robbing graves and killing people sewage to a side tunnel. The dam is low enough to
climb over, but there is no telling what lies behind
for a living!”
it from your current position.
Scavengers Behind the dam lies a small village of sewer
Turning a corner, you spot several people going bullywugs. If the characters decide to climb the
through the wastewater with large nets. They sift dam and peer over the edge, compare a Dexterity
through the bits they pull out of the muck and cast (Stealth) group check the bullywugs’ passive Wisdom
useless debris back in. When you come closer, you (Perception) of 10. If unspotted, the characters
notice they have wax plugs up their noses.
witness around thirty bullywugs going about their
Very prudent!
daily business. If spotted, ten bullywug warriors
The scavengers Bob, Bill, and Herschel, three storm up the dam to get rid of the characters.
commoners, do not care much for competition.
When they realize that the characters are down in the Sewer Elemental
sewers for other business, for example putting more The water stirs and a strange abomination rises
corpses in the water, they become friendlier and from the fetid muck. A stinking blob of feces,
forthcoming. They inquire if the characters can cast carcasses, and worse manifests as an embodiment
identify on some of their recent findings. Indeed, one of your worst nightmares.
of their treasures is a ring of animal influence. Not The sewer elemental has the statistics of a water
knowing its worth, the scavengers ask the characters elemental with the following changes:
what they are willing to pay. They will not sell for
under 100 gp, however. The true worth is between ™™ Its alignment is chaotic evil.
500 gp and 1,000 gp. ™™ It deals necrotic instead of bludgeoning
damage.
Severed Arms
You come across a severed arm of unusual size. ™™ A creature that is subjected to the elementals
It has sharp claws, a red color, and holds another Whelm action must also make a DC 12 Constitution
torn-off arm in its clenched fist. saving throw. On a failed save, the target is poisoned
for 1 minute. It can repeat the saving throw at the
end of its turn, ending the effect on a success.
67 Chapter 3 | Random Encounters
Shar’s Priestess Sphere

Figures in seventeenth-century clothing by Cornelis Springer


Curiously, lamps, streetlights, and candles start You hear a gurgle and witness a strange metal
fading ahead of you. The phenomenon comes ever sphere emerging from the sewage. Despite its
closer, with no visible cause. former location, it is spotless and perfectly reflects
any light. It hovers for a second, then quickly
Shar’s priestess Jade (neutral evil female human flies to a different location at breakneck speed.
priest) takes joy in snuffing out all sources of light Otherwise, it remains passive.
using the prestidigitation cantrip. Roll a Dexterity The characters witness an “unidentifiable magical
(Sleight of Hand) check for Jade and compare it to phenomenon.” A character who succeeds on a DC
a Wisdom (Perception) check by the characters, 15 Intelligence (Arcana) check has read about these
to determine if they spot the culprit. Should the encounters, which are commonly regarded as mere
characters notice Jade and ask why she’s extinguishing superstition. Casting identify on the sphere yields
the light, she explains that the night is supposed to no results, as if it doesn’t exist. If the characters
be a time of darkness. It is a sacrilege that arrogant attack the sphere, which has an AC of 18, it reflects
people assume they can violate the natural order. If any damage to the origin as lightning damage. The
the characters attack Jade, four shadows appear and sphere follows the characters for 10 minutes, then
defend her. submerges again in the sewage.

Smokehouse Stolen Goods


When passing a small alley, an unusual smell Without batting an eye, a pompously dressed elf
seeps into your nose. From some sort of cellar addresses you in the middle of the street: “Dear
door, thick, white smoke wafts high into the sky. friend, would you be so kind as to watch my bag
You also hear someone playing the drums and a while I take care of important business? I will
lute? Could be worth checking out. certainly make it worth your while!” With that,
the elf presses a bag into your hands and continues
Woolhair (CG male halfling commoner), a very on their way.
old halfling with coarse, white hair on his head
The elf is Darthoridan (chaotic neutral male
and feet, runs the local smokehouse. It is a popular
elf master thief VGtM) who is currently on the
meeting place where people go to relax and forget the
run from the authorities. Now in the characters’
troubles of the world. Since it is open-stage Tuesday,
possession is a bag of holding containing three
Woolhair invites interested characters to perform. A
books worth 500 gp each. If the characters follow
character who succeeds on a DC 10 Charisma check
Darthoridan, they witness twenty soldiers and one
using an instrument receives silver pieces equal to the
mage overwhelming and apprehending him. After
check’s result.
two days, Darthoridan escapes and searches for the
characters to retrieve the package. The characters get
a tenth of the take, totaling 150 gp.

68
Street Justice
From a dark alley, you hear the familiar swing of
a sword as it cuts through the air, punctuated by
a terrible scream The grueling event is followed
by a loud voice: “Come now, don’t be such a pansy!
Time for the other one.”

If the characters intervene, they can prevent Darren Thieving Sword Swallower
(neutral male human commoner) from losing his A large man steps into your way and proclaims:
other hand, after the thugs cut off the first. Darren “Rejoice, for you are about to witness the great
Karmadillon! I bet you a sack of gold that I can
is a young thief, who stole from the wrong person.
swallow your puny weapon there!”
Cutting the purse of a local crime boss led to him
being maimed. The characters must overcome the Karmadillon (neutral evil male human commoner)
crime boss, Janks (neutral evil male human noble), is an inventive thief, who swallows swords and runs
and two bandit captains. They find 242 gp on their away with the weapon. He has a Strength of 14 and
corpses. Killing Janks leads to further trouble at your is proficient in Athletics. In his sack, he only carries
discretion. worthless lead chips instead of gold. Karmadillon
speaks to a character who openly wears their weapon,
Suspect Horse Cart preferably a longsword. Should the character comply,
A horse cart loaded with several large crates passes Karmadillon swallows the sword, and makes a run for
by you. Barely audible, you hear muffled sobbing it. Use the chase rules to play out the pursuit.

Figures in seventeenth-century clothing by Cornelis Springer


from the cart’s bed.

Two thugs drive the horse cart, while two bandits


White Crocodile
screen the cart from the side of the street. They Confirming the myths, a white crocodile surfaces
not far from you. It does not seem interested in a
are slavers and have locked six young adults in the
meal, and just drifts in the murky water.
crates. Their destination is a seedy brothel in the
harbor area called Crabs. The character with the The crocodile is known to many people who
highest passive Wisdom (Perception) hears the sobs frequent the sewers. Unless the characters attack, it
of the incarcerated people. After killing the slavers, a ignores them. If the characters kill the crocodile and
character can open the crates by succeeding on a DC search its innards, they find a gnomish music box. If
12 Dexterity check using thieves’ tools. Alternatively, the characters open the music box, it plays a sad tune.
the characters can open the crates over the course of Lila, a pixie, materializes in a pleasant-smelling puff
10 minutes using two crowbars found on the cart, of smoke shortly after the music begins. She thanks
breaking them open. The slavers carry 148 gp with the characters and asks if they could return her
them. Each has a tattoo of an eight-pointed star, friend’s contraption. If the characters refuse, they can
which you can use as a future plot point. sell it for 10 gp.
69 Chapter 3 | Random Encounters
Wine Tasting Wishing Well
You come upon several workers setting up tables Ahead, you see a dozen or more people
by the side of a busy road. A small man ascends surrounding a small well, laughing and cheering.
an impromptu stage of several wine-cases and They toss coins into the well, which is always
proclaims: “Tonight, we will have a free wine followed by a strange sound. Some people also
tasting! Everybody is welcome!” In an instant, shout down into the deep, whoever knows why.
hundreds of heads turn, and the tables fill up
quickly. From her house across the street, Liddy (neutral
female gnome acolyte) dug a corridor into the well
The characters meet Rox, a travelling satyr, should and entertains the people above. Every time someone
they join the wine tasting. Rox has a sixth sense throws a few coins down the well, she casts minor
for great celebrations and felt that tonight will be illusion to produce a strange sound, like a burp or a
quite entertaining. After finishing several bottles giggle. She catches the coins with a large quiver that
and telling the characters—at length—about the a character with darkvision can spot from above.
unparalleled greatness of the Feywild, Rox poses a Liddy collected 3 gp over the day and doesn’t plan on
riddle for them: “What creature walks on four legs stopping anytime soon.
in the morning, two legs in the afternoon, and four
legs in the evening?” The correct answer is Rox. If
the characters guess correctly, Rox gifts them a robe of
useful items.

70
Chapter Four: Establishments
"Oh, how I miss the seafood of dubious origin,
Shops and Specialists. No shop carries every kind
the unapologetic buccaneers with unbeatable
prices, and the dreary weather."
of ware, and the quality always varies depending on
the skill and funds of the owner. Shops have a special
— a possibly sarcastic Volothamp Geddarm
place in many campaigns and the following rules shall

B
aldur's Gate features many-well known help to properly run them. A shop that offers wares
establishments like the Helm and Cloak of low quality carries no items worth more than 25
View of London Bridge by Claude de Jongh
or the Elfsong Tavern. However, after so gp. For medium quality wares, the respective upper
many bar brawls and broken tables, an exciting new limit is 250 gp. Only shops of high quality carry more
location is what the heroes need. The following tables expensive items and employ the necessary security
present various options for taverns, inns, shops, and forces.
shady dens to explore and experience.
Seedy Joints and Entertainment. These places are
All establishments come free of baggage, meaning more often than not the first places to go for heroes
they are new creations. The heroes can torch them who seek rest and relaxation, or an underworld
or invest their hard-earned coin—without fear of informer. Each establishment offers access to
breaking an ongoing campaign. different organizations or illegal services.

71 Chapter 4 | Establishments
U pper Cit y Shops and Specialists
Upper City
d10 Name Owner Quality & Wares
1 Gorrgramm's Gems Gorrgramm (LN dwarf) Medium to high quality jeweler and gems
2 Arcane Treasures Eriadin (N elf) High quality auction house for magic items
3 Garments Superior Zada (LE human) High quality clothes and jewelry
4 The Mage's Corner Ogana (LN human) High quality books and spell scrolls
5 Ohrm's Pharmacia Ohrm (N human) High quality potions
6 Ink & Quill Tian (LN half-elf) High quality calligrapher
7 The Gilded Plier Ewarna (N gnome) High quality tinker
8 Maps Galore Quentin (LN human) Medium to high quality cartographer
9 House of Secrets Paraphina (N elf) High quality divinator
10 Permanent Magix Regix (N human) Medium quality enchanter

U pper Cit y Inns and Taverns


d10 Name Owner Quality Specialty
1 Pretender Wren Terth (NE human) High Blue cheese pie
2 Lions' Pub Lorindro (N half-elf) High Stewed venison
3 End of the Way Livvi (NG human) High The Liberator (spirits)
4 Moonshine Silas (N human) High Black pudding
5 The White Wizard Jorildyn (CG elf) High The Mind Bender (spirits)
6 Torm's Watch Yamil (N human) High Phoenix Rising (spirits)
7 Flaming Feet Dobbs (NG human) Medium Boiled paws
8 The Buried Hatchet Gildud (LN dwarf) Medium Gutpuncher (spirits)
9 The Bitter Pear Erminie (N human) Medium Vegetable and fruit stew
10 The Pied Piper Abelard (NE human) Medium Stewed lobster

U pper Cit y Entertainment


d10 Name Owner Type & Peculiarity
1 The Lure Thahe (NE half-elf) Bordello for the wealthy, masks required
2 The Melting Heart Sharru (N human) Theater with renowned burlesque entertainment
3 Nightingale Lady Cherry (N human) Nightspot for the nobility, dancers and drinks
4 Silver Tongue Corym (CN elf) Theater for poetry only, mostly sarcastic or ironic
5 The Bathery Amam (N human) Bathhouse with full service
6 Milil's Stage Valindra (NG half-elf) Theater, blessed by Milil
7 Kaethae House Ruggero (LN human) Music and hot beverages, beans from Calimport
8 Gilt Dancehall Annabella (N human) Dancing, floor is gilt
9 Gentlewoman's Club Swea (N human) A club for women only, business discussions
10 Gentlemen's Club Huhet-Kif (LN human) A club for men only, business discussions

72 Chapter 4 | Establishments
Lower Cit y Shops and Specialists
Lower City
d10 Name Owner Quality & Wares
1 Quick and Dirty Shade (N tiefling) Medium quality poisons and thieves' equipment
2 Fiery Foundry Harbosch (LN dwarf) High quality smithing, metal weapons and armor
3 Treasure Trove Ian Fuller (CN human) Medium quality general goods (stolen)
4 Cracked Cauldron Millia (N half-elf) Medium quality potions
5 The Farrago Tress (LN human) Low and medium quality adventuring goods
6 Cures & Remedies Tulip (NG halfling) Medium quality doctor and healing potions
7 Qrank's Workshop Qrank (LN kobold) Low to medium quality tinker and weapons
8 Almanac Emporium Rhy (LN elf) Low to medium quality books and writing supplies
9 Penny's Fine Clothes Penny (NG human) Medium quality sewing and clothing
10 Jab and Stab Rufus (LN human) Medium quality fighting instructor and weapons

Lower Cit y Inns and Taverns


d10 Name Owner Quality Specialty
1 The Fire Breath Gannon (N dragonborn) High Boiled wyvern eggs
2 Crowned Pauper Audra (N human) Medium Pulled dire pork
3 Headless Rider Bronwen (LN human) Medium Red Dragon Sauce
4 Knave of Hearts Stonvor (LN human) Medium Dragon Grog (spirits)
5 Plump Dragon Langley (LN human) Medium Stuffed duck
6 Broken Blade Kamil (NE human) Medium Fried taters with sauerkraut
7 The Missing Tusk Grankud (N half-orc) Low Surprise meat pie
8 The Lazy Fiddler Maschinka (N gnome) Low Filled dumplings
9 Barnacle & Beans Jasmin (NG human) Low Merrow mush
10 Pots & Pans Merla (N half-elf) Low Flapjacks

Lower Cit y Seedy Joints and Entertainment


d10 Name Owner Type & Peculiarity
1 The Dead Prophet Justinus (N human) Drug den for the middle class, clean and civilized
2 Smokehouse Woolhair (CG halfling) Cellar lounge, sells various herbs
3 The Cat and Mouse Llewellyn (N half-elf) Brothel, popular with slave traders
4 Harlequin's Minuvae (N human) Brothel and theater with anonymous rooms
5 Crabs Ronka (N gnome) Brothel with free crabs and actual seafood
6 Burlesque Bob's Stucrolm (N human) Theater with lewd shows, front for smugglers
7 Ace of Spades Farji (CN gnome) Gambling house, all cards are magically marked
8 Scruffy's Cornerstore Scruffy (N human) Alehouse with connection to the Shadow Thieves
9 Blood & Bones Marry (NE human) Alehouse with strong pirate presence
10 House of Muscles Eroan (N human) Gymnasium with wrestling matches, various oils

73 Chapter 4 | Establishments
Outer Cit y Shops and Specialists
Outer City
d10 Name Owner Quality & Wares
1 Horkar's Surveyors Horkar (LN dwarf) Low to medium quality maps
2 Straps and Leather Famed (N human) Medium to high quality leather and hide armor
3 Broken Wrench Iyana (LG human) Medium quality tinker and traps
4 Sigmund's Baubles Sigmund (NE human) Low to medium quality magic items
5 Scribble's Scribble (NG kenku) Medium quality books and spell scrolls
6 Bones' Workshop Bones (NG human) Medium quality healer
7 Refuse Pile Jarxi (N kobold) Low quality general goods (scavenged)
8 Orama's Hut Orama (NG halfling) Medium quality herbs and mushrooms
9 The Old Stables Parmina (N human) Low to medium quality mounts
10 Bows & Bolts Imizael (CG elf) High quality wooden weapons and ammunition

Outer Cit y Inns and Taverns


d10 Name Owner Quality Specialty
1 The Leaden Pitcher Blun (NG halfling) Medium Roasted red onions
2 Nana's Hedwig (NG human) Medium Cottage mite cheese
3 The Headless Orc Gizerlug (LN dwarf) Medium Mushroom Water (spirits)
4 The Fox Hole Fayette (N human) Low Lentil stew
5 Rampaging Rooster Wilfried (N human) Low Vegetarian chicken soup
6 Blind Basil's Basil (NG human) Low Everything hot pot
7 Three Knots Mangrunli (N dwarf) Low Roasted dove with bonces
8 Keg Smasher Rorgut (N goliath) Low Giant Piss (ale)
9 Plastered Pixie Eliyen (CG half-elf) Low Pixie Dust (spirits)
10 Burning Hog Pimos (NG halfling) Low Roasted hog with peas

Outer Cit y Seedy Joints and Entertainment


d10 Name Owner Type & Peculiarity
1 Badger's Burrow Badger (N human) Alehouse, popular with fences
2 The Mange Stabber (NE human) Alehouse, popular with pirates and buccaneers
3 Oty's Wild-Eye (CN gnome) Soup kitchen with a live otyugh
4 The Groggery Kaputt (N half-orc) Distillery and alehouse, spirits fresh and hot
5 Blitz, Boom and Bang Lirix (CN kobold) Theater with fire show and other explosions
6 Eilistraee's Refuge Lletree (N drow) Theater, offers shelter for drow in exile
7 The Dank Cellar Kumquat (NG firbolg) Drug den, sends smoke signs when open
8 The Daily Rapture Rapture (N tiefling) Theater and bordello, everything that coin can buy
9 Private Rats Harvey (N wererat) Alehouse for secret wererats
10 Low House of Wonders Swindler (CN tiefling) Museum for exotic fakes and minor curiosities

74 Chapter 4 | Establishments
Appendix

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