Side Quests Notice Board
Side Quests Notice Board
Side Quests Notice Board
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
7
Gate Guards Needed!
Background
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
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.
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
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.
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.
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
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.
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.
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
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.
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
29 Chapter 1 | Quests
T5. Merrow Lair T6. Main Altar
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.
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
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!
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.
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:
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
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.
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.
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
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.
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)
— Roshbar
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.
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
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.
"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
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.
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.
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.
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
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
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
74 Chapter 4 | Establishments
Appendix