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As we discussed in Part 3, the Vanthampur Investigations consist of three nodes:

  • Dungeon of the Dead Three
  • Amrik Vanthampur @ the Low Lantern
  • Vanthampur Manor

To these we’re going to add a fourth node:

  • The Poisoned Poseidon

The Poisoned Poseidon is a beached ship that’s been repurposed into a tannery. It’s also the location where the Dead Three cultists are killing refugees before dumping their bodies. There are a couple of reasons why we’re adding this node to the scenario:

First, as we’ll see in “Portyr Politics” below, I wanted to enhance this section of the campaign by giving the PCs a window into the evolving political situation in Baldur’s Gate (and how that ties into both the refugees they care about and Vanthampur’s schemes). The most effective structure for that material required an extra “beat” before the Dungeon of the Dead Three, which means that we need an extra node.

Second, extensive feedback from DMs online suggests that the Dungeon of the Dead Three is a better experience for 3rd level PCs than for 2nd level PCs. Adding an extra node here also provides a natural opportunity for a milestone. In Act I of the campaign, the PCs should level up after:

  • Reaching Baldur’s Gate
  • Poisoned Poseidon OR Amrik Vanthampur (whichever they do first)
  • Dungeon of the Dead Three
  • Vanthampur Estate

Meaning they’ll be 5th level when they head to Candlekeep (and, subsequently, Avernus).

REMIXING THE CONSPIRACY

There’s a million and one ways to create a thing, but generally the first thing I do when designing an adventure or campaign is to simply brainstorm ideas. (I describe a quick version of this in 5 Node Mystery.) We’re remixing the raw material from Descent Into Avernus here, so we can largely skip that step.

When it comes to the actual design work — when I start thinking about how a particular scenario is going to work in play — however, the first thing I’ll do is focus on how the scenario works in the game world. Once I know that, I can start figuring out what sort of scenario structures to use, how the PCs can get hooked into the scenario, and so forth. (Along the way, I’ll almost certainly tweak how the game world is arranged in order to facilitate the table experience, but balancing these factors of simulation, challenge, drama, practicality, scope, etc. — and which ones are more important or more valued — is (a) a matter of personal taste, (b) dependent on circumstance, and (c) a bag of worms I’m not going to dive into today.)

Long story short, in the Remix, this is how the Vanthampur conspiracy to kill descendants of Hellriders and knights of the Order of the Companion works in the game world:

  • Amrik Vanthampur has set himself up as a black market resource for smuggling refugees into Baldur’s Gate. His agents circulate through the refugee camps outside of the city and he holds court at the Low Lantern, fleecing refugees who want to bring their loved ones inside the city. (This will be described in Part 3H.)
  • This puts Amrik in a position to identify and track refugees of the desired bloodlines.
  • Duke Vanthampur, with the aid of Thavius Kreeg and Gargauth, has cut a deal with the Dead Three Cultists to actually carry out the murders. (See Part 3B.)
  • The operation is overseen by Mortlock and the Dead Three cult leaders at the Dungeon of the Dead Three. Once Amrik has identified a target, he sends word to Mortlock, who instructs the Dead Three cultists to put the target under surveillance. (See Part 3F.)
  • The actual murders are carried out by Dead Three cultists operating out of the Poisoned Poseidon. Once a target’s location and identity have been confirmed, the surveillance teams will report that information to the Poisoned Poseidon. (See Part 3E.)
  • A Poseidon strike team will then kidnap the victim, bring them back to the slaughterhouse, kill them, and dump the body in Insight Park. (See Part 3D.)

At this point, we could put together a little diagram of how the scenario works:

Refugees go to Amrik for help, Amrik gives their information to the Dungeon of the Dead Three, who passes the target information to the Poisoned Poseidon, who kill the targeted refugees.

(You don’t necessarily need to actually draw this out on a sheet of paper, but you may find visualizing it useful.)

Note that this has nothing to do with the PCs or their involvement in the scenario. I’m not focused on that at all right now. All of my attention is on figuring out the practical details of the situation in the game world.

The nature of these practical details can also vary a lot. In situations like this where the bad guys are in the middle of an ongoing project, though, the result will usually be some sort of logistical map for information, money, people, etc. This usually lends itself naturally to node-based scenario design.

Option: On p. 197 of Descent Into Avernus, there’s a group of Dead Three cultists based out of the Hamhocks Slaughterhouse who are ALSO murdering people across the city for vague and unspecified reasons and then dumping their bodies at the Smilin’ Boar tavern. I’d originally planned to just scoop them up and add them to the Vanthampur conspiracy, but realized I couldn’t quite make it work: The Slaughterhouse is outside the city because no hooved animals are allowed inside the walls, and it doesn’t make sense for the Dead Three to smuggle refugees OUT of the city, murder them, and then smuggle them back INTO the city to dump the bodies.

However, if you wanted to add more complexity to this section of the campaign you could still scoop up this material. Now there would effectively be two Dead Three operations hunting refugees: One inside the city walls and one outside the city walls. (Both operations are probably still linked to Amrik.)

(I even had a cool clue for the Hamhocks Slaughterhouse that I didn’t get to use: Blue blood on one of the victim’s clothes. In Baldur’s Gate, only the Hamhocks Slaughterhouse practices the slaughter of giant spiders.)

HOOKS

Once we understand the scenario, we can start looking at how the PCs can get involved. Because we’re not prepping a plot, we could theoretically generate lots and lots of scenario hooks, pointing them at any or all of the nodes we’ve designed. In practice, however, this is the point where we’ll usually start thinking about the scenario structurally in terms of how the PCs interact with it, which in the case of a conspiracy usually translates into a hook pointing somewhere at the periphery of the conspiracy (so that the PCs can learn more and more about the conspiracy as they work their way towards its center).

In this case, our little flowchart is a perfect loop: What’s the periphery? Well, we know that the Dungeon of the Dead Three is the control hub for the conspiracy. And, structurally, it will also be where the major leads to the next section of the campaign (Vanthampur Manor) will be found. Therefore, we can look at the point furthest from the Dungeon of the Dead Three: The refugees.

Once we’ve made that determination, a clear structure kind of leaps out at me: From the murdered refugees, the PCs can work their way up the ladder in either direction (or both).

It can also be useful to remember that the form of the hook and the content of the hook are two different things. For example, in the published adventure Flame Zodge tells the PCs to talk to Tarina, who tells them to go to the Dungeon of the Dead Three. But Zodge could just as easily tell them to go to the Poisoned Poseidon or investigate the dead refugees or question Amrik or even just go straight to Vanthampur Manor.

So even though we’re shifting where the hook points us, we don’t need to abandon the basic structure of the hook.

ZODGE’S BRIEFING: Zodge is actually going to point the PCs in two directions. As detailed in Part 1, he makes a deal with the PCs to investigate the killings:

  • The city is in chaos. Grand Duke Ulder Ravengard is missing; presumed dead in the fall of Elturel. (He could mention a few Rumors of Elturel he’s heard.)
  • Some people blame the Elturians; others think the refugees have a secret agenda; tensions are high, violence is everywhere, and the Flaming Fist is stretched thin trying to keep the city from falling apart.
  • Someone is killing refugees. Zodge thinks it’s a coordinated effort, but the Flaming Fist doesn’t have the manpower to mount a proper investigation or response.
  • If the PCs agree to investigate the murders and bring the perpetrators to justice, he will immediately allow the refugees from their caravan to enter the city.
  • Beyond that, the refugees will be on their own: They’ll have to make whatever arrangements they can. (But it will certainly be better than the refugee camp outside, where conditions are getting more desperate every day.)

Note: If the PCs make exceptionally good time to Baldur’s Gate with their refugees, you may want to have them spend a day or two with the refugees stuck in the camp before Zodge tracks them down (or vice versa) so that there’s enough time for the killings to start.

Once the PCs agree to the deal (or even if they just ask questions), he’ll give them a full briefing:

  • A half dozen bodies have been dumped in Insight Park, located in the Brampton neighborhood south of Cliffgate.
  • Ritual symbols associated with the Dead Three – the gods Bane, Bhaal, and Myrkul – have been carved into the bodies. Zodge isn’t sure if it’s actually followers of the Dead Three or if someone is just using them as a scapegoat.
  • The PCs are authorized, as deputies, to kill whoever is responsible on sight.
  • A Flaming Fist informant named Tarina has sent word to Zodge that she has a lead on the killings. The PCs are to meet at the Elfsong Tavern tonight, find out what she knows, and then follow up on whatever lead she has.
  • Zodge gives them a bag with 50gp to pay Tarina for the information.
  • They should keep him apprised of their progress.

The briefing actually gives the PCs two leads: They’re likely to go and meet with Tarina, but they could also decide to independently investigate the murders.

TARINA’S LEAD: The lead Tarina gives the PCs in the Elfsong Tavern is straightforward: She’s seen Dead Three cultists around the Poisoned Poseidon in the Brampton docks.

INVESTIGATING THE MURDERS: If the PCs decide to investigate the murders themselves, they have several options. We’ll discuss this in Part 3D.

LEADS (THE SCENARIO SOLVE)

In Advanced Node-Based Design, I talk about the two prongs of mystery scenarios: There are the clues you need to figure out the fundamental truths or revelations about what’s really happening (the concept solve) and there are the clues (or leads) that tell you where to look for more clues (another location or character or event; the scenario solve).

The concept solve is the answer you’re trying to figure out; the scenario solve is what you actually do.

The revelation list for the scenario solve is generally identical (or nearly identical) to the node list. In the case of the Vanthampur Investigations, we have five scenario solve revelations:

  • Poisoned Poseidon
  • Amrik Vanthampur
  • Dungeon of the Dead Three
  • Vanthampur Manor
  • Infernal Puzzlebox

(The infernal puzzlebox is a scenario solve because it’s the structural link to Part 4: Candlekeep.)

Let’s take a closer look at this revelation list. Because this is a revelation list, we’ll be listing the clues that point to each node; not the clues that are found in those nodes. The location of each clue is indicated in parentheses. (I typically wouldn’t provide descriptions of each clue on a revelation list; but I’m doing so here to make the design process clearer.)

THE POISONED POSEIDON

  • Tarina’s Lead. Tarina tells the PCs to go check out the Poisoned Poseidon.
  • Tanner’s Fluid (Investigating the Murders). One of the victims has an alkaline solution of wood ash and lime staining her clothes, an alchymical used to rotten and loosen the hair of hides. (The nearest tannery is the Poisoned Poseidon.)
  • Staking Out the Murder Scene (Investigating the Murders). When the next corpse is dumped, the PCs can follow the murderers back to the Poisoned Poseidon or question them.
  • Amrik’s Paperwork (Trafficking Amrik). Correspondence from Poseidon and notations on the genealogical reports. Amrik can also be questioned to this effect.

AMRIK VANTHAMPUR

  • Refugee Papers (Investigating the Murders). Forged refugee paperwork found at the murder scene and on bodies in the morgue can be traced back to Amrik.
  • Canvassing Victims (Investigating the Murders). Those who knew the victims can report that they’d been smuggled into the city by Amrik.
  • Questioning Mortlock (Dungeon of the Dead Three).
  • Assassin’s Orders (Dungeon of the Dead Three). The assassin targeting Mortlock carries a note with instructions from Amrik. The assassin could also be questioned to similar effect.

DUNGEON OF THE DEAD THREE

  • Questioning Killers (Investigating the Murders). If the PCs stake out Insight Park, they can question the cultists dumping the bodies.
  • Poseidon Correspondence (Poisoned Poseidon). Reports from the Dead Three leadership mention the bathhouse.
  • Poseidon Cultists (Poisoned Poseidon). Following or questioning Poseidon cultists can lead to the bathhouse.
  • Amrik’s Paperwork (Trafficking Amrik). Amrik is sending reports and receiving instructions from the Dead Three leadership. He can be questioned to similar effect.

VANTHAMPUR MANOR

  • Vanthampur Boys (Trafficking Amrik/Dungeon of the Dead Three). Knowing that one or more Vanthampur heirs are involved can be enough to trigger an investigation of Vanthampur Manor all by itself.
  • Amrik’s Paperwork (Trafficking Amrik). Amrik has correspondence from his brother Thurstwell.
  • Mortlock’s Correspondence (Dungeon of the Dead Three). A letter from his mother detailing how to access the dungeons beneath the bathhouse. Mortlock can be questioned to similar effect.
  • Missives of the Hidden Lord (Dungeon of the Dead Three). Correspondence from Thavius Kreeg, passing on instructions from Gargauth to the Dead Three leaders (and inadvertently revealing its presence in Vanthampur Manor).

INFERNAL PUZZLEBOX

  • Amrik’s Paperwork (Trafficking Amrik). Amrik’s correspondence with his brother Thurstwell mentions the infernal puzzlebox (Thurstwell has removed it from the family’s vaults where it had been secured because he was fascinated by it).
  • Missives of the Hidden Lord (Dungeon of the Dead Three). The missives also mention the puzzlebox.
  • Questioning Mortlock (Dungeon of the Dead Three). Mortlock knows that a powerful cult leader escaped from Elturel just before its fall and that his mother is protecting him in the basement of Vanthampur Manor. The cult leader brought two powerful artifacts with him, one of which was locked in a box (or maybe the box is the artifact? Mortlock isn’t sure).
  • Finding the Box (Vanthampur Manor). Oh. Hey! There it is!

(If you’re wondering how this revelation list was designed: I literally listed the five revelations and then started adding clues to each one, following the logic of the game world and our intention of being able to follow the leads “up the ladder” in both directions.)

CONCEPT SOLVE

As we’ve discussed previously, there are several core concepts that the PCs should figure out during the Vanthampur Investigations, but which are not actually required for them to proceed:

  • The murder victims are descended from knights of Elturgard (either Hellriders or the Order of Companions).
  • The Shield of the Hidden Lord is hidden in Vanthampur Manor. (Ideally, this results in them finding and taking the shield.)
  • Thavius Kreeg is a cultist.
  • Elturel was destroyed by devils.

VICTIMS DESCENDED FROM KNIGHTS OF ELTURGARD

  • Canvassing Victims (Investigating the Murders). In speaking with those who knew the victims, the fact that they either were knights or were related to them will be a common theme players might notice. One victim is notably NOT a refugee; in their house hangs the mantle of a Hellrider (their father’s).
  • Amrik’s Paperwork (Trafficking Amrik). His paperwork includes the genealogical records he’s cross-referencing.
  • Missives of the Hidden Lord (Dungeon of the Dead Three). The missives also reveal that the Dead Three cultists must “seek the blood of the holy orders of Elturgard.”
  • Thurstwell’s Correspondence (Vanthampur Manor). Includes queries from Amrik regarding Thurstwell’s efforts to assist him.

GARGAUTH / SHIELD OF THE HIDDEN LORD

  • Interrogating Cultists (Dungeon of the Dead Three). They know the history of Gargauth and know that the Vanthampurs hold the Shield of the Hidden Lord.
  • Missives of the Hidden Lord (Dungeon of the Dead Three). Name says its all.
  • Questioning Mortlock (Dungeon of the Dead Three). Mortlock knows that a powerful cult leader escaped from Elturel just before its fall and that his mother is protecting him in the basement of Vanthampur Manor. The cult leader brought two powerful artifacts with him, one of which was a shield in the likeness of a demonic face.
  • Finding the Shield. Oh. Hey! There it is!

KREEG’S A CULTIST

(Most of these clues are more oblique. It’s fairly possible for the PCs to NOT realize that Kreeg is a cultist, instead “rescuing” him from the Vanthampurs.)

  • Amrik’s Paperwork (Trafficking Amrik). The genealogical records Amrik is using come from Thavius Kreeg’s office in Elturel.
  • Missives of the Hidden Lord (Dungeon of the Dead Three). These are signed with the initials “TK.”
  • Questioning Mortlock (Dungeon of the Dead Three). Mortlock knows that a powerful cult leader escaped from Elturel just before its fall and that his mother is protecting him in the basement of Vanthampur Manor.
  • Encountering Kreeg (Vanthampur Manor). Uh… Hi. Nice to meet you. Whatchu doin’ down here?

ELTUREL WAS DESTROYED BY DEVILS

  • Rumors of Elturel
  • Altar Prophecies/Adulation (Dungeon of the Dead Three). Tales and prophecies of Elturel’s fall can be found in the chapels of the Dead Three.
  • Questioning Gargauth, Kreeg, or Duke Vanthampur (Vanthampur Manor). All three of these NPCs know the truth (that Elturel was taken to Hell). All three of them will lie obliquely, referring to Elturel’s Fall and — if pushed to it! — that the legions of Zariel “fell upon the city” (and similar euphemisms).

PORTYR POLITICS

The last thing I want to layer in here is the wider impact of current events in Baldur’s Gate: In addition to the refugee crisis itself, the emerging ducal politics of Blaze Liara Portyrhow the power vacuum left by Grand Duke Ravengard’s apparent death is going to shake out is not only really interesting, it’s also immediately relevant to Duke Vanthampur’s schemes.

As the campaign begins, you have the position of Grand Duke, an empty ducal seat, AND Marshal of the Flaming Fists all up for grabs. These might go to the same person OR three different people. Then, over in the Adventurers’ League scenarios, Duke Portyr is assassinated just AFTER putting his niece in a position where she might be able to become Marshal of the Flaming Fists.

Can she consolidate that position? Or does the whole Portyr power base fall apart?

How can we bring this into the campaign? How can we give the PCs (and players) a window into what’s happening?

Our mechanism is going to be Zodge. We have five potential interactions with Zodge (when he hires them and then once after each of the four nodes in the Vanthampur Investigations as the PCs check in with him), and we’re going to use them like this:

FIRST INTERACTION. Zodge hires them.

SECOND INTERACTION. Blaze Portyr has arrived in Baldur’s Gate. It’s probably most dramatic for her to sweep into Zodge’s office while the PCs are in the middle of briefing him, but maybe she’s already in situ discussing strategy with him when the PCs show up.

See the “Topics of Conversation” in Part 2B and figure out how many of the rumors about rival claimants to the position of Marshal are true. (Could be all of them, could be none of them, or anything in between.) Portyr’s current agenda is securing the allegiance of Flames (like Zodge) in her own bid for Marshal.

It’s important to establish that Blaze Portyr is the niece of Duke Portyr in this scene. You can do that by having Zodge say something like, “I’m assuming your uncle is supporting you? Duke Dillard’s political backing will make the difference in the Upper City.” (But whatever works.)

Tip: Either way, Zodge won’t have had time to brief Portyr on the PCs’ investigation. When Portyr wants to know what’s going on, have her ask the PCs instead of Zodge. Let your players brief her in: Not only does it make them the active protagonists of the interaction; it will also be a great way to organically make them remind themselves of what they know and what their goals are.

If you want the players to like her, have her enthusiastically endorse Zodge’s initiative in seeking justice for the refugees.

THIRD INTERACTION: This interaction is optional, or it might happen after the Fourth Interaction, depending on the sequence in which the PCs go to the various nodes and whether or not they check in after each node. Portyr and Zodge are still plotting together.

  • She’s declared herself Marshal.
  • Flame Zodge has been promoted to Blaze.
  • One of the rivals established in the Second Interaction has been eliminated. (For example, Blaze Beldroth has been arrested. Or Blaze Mukar of Wyrm’s Rock has sworn allegiance to Portyr. Or she’s gained the Eltan family’s support by having her uncle buy back their shares in the Flaming Fist for them.) Even if you’re going with the “lots of rivals” options, only have one of them get resolved here. (It’s a project in progress, not the whole enchilada.)

FOURTH INTERACTION: At the end of Part 3F: Dungeon of the Dead Three, we’ll discover that Duke Vanthampur has ordered the Dead Three cultists to assassinate Duke Portyr. The PCs rush to the political rally where Duke Portyr is being targeted, but they’re almost certainly too late.

When Marshal Portyr learns that Duke Vanthampur is responsible for her uncle’s death, she asks the PCs to wipe out the Vanthampur family. For political reasons, they’ll be disavowed. But if they succeed, she’ll offer them either promotions within the Flaming Fist or a big cash reward (whatever appeals to them more).

Note: It’s a relatively minor thing, but in the adventure as published it’s a little odd that the PCs are assumed to murder one of the Four Dukes and the response of the Flaming Fist is a collective shrug. Here we’ve contextualized the action within the general political crisis in the city (all of it flowing directly out of Elturel’s disappearance and the loss of the Grand Duke) and also given the PCs’ a clear agenda heading into Vanthampur Manor.

FIFTH INTERACTION: After the PCs assassinate Duke Vanthampur, Marshal Portyr will suggest/encourage/support them getting out of Baldur’s Gate for awhile until the political complications arising from Vanthampur’s death are settled. (More details on this in Part 4: Candlekeep.)

Note: When the PCs get back from Hell and bring a probably totally still alive Grand Duke Ravengard back to Baldur’s Gate only to discover that he’s been “replaced”… Well, that’s when politics are going to get REALLY interesting.

ALTERNATIVE HOOK

In Part 2B, I mentioned the possibility of the PCs figuring out an end-run around Flame Zodge and using the murder of one of their refugees to pull them into Part 3D: Investigating the Murders as an alternative hook to the campaign.

If you use this alternative hook, does it mean you miss out on the Portyr Politics?

Not necessarily.

First, if the PCs have avoided Zodge entirely, he might get wind of their investigation after the first or second node they’ve explored. He might approach them directly or through Tarina (who is most likely to have identified the PCs) to figure out what they’re up to (and potentially bring them onboard in an official capacity).

Second, if the PCs turned down Zodge’s offer, they’re still likely to run into Marshal Portyr after her uncle has been assassinated. She’ll want to know what their investigation has uncovered so far, and you should be able to weave in a few details of her current schemes to secure control of the Flaming Fists into the resulting scene.

Failing all that, these events will still provide some great background events for bringing Baldur’s Gate to life.

Go to Part 3D: Investigating the Murders

Go to Part 1

A question I’ve been not infrequently asked is what starting date I used when running Dragon Heist using the Alexandrian Remix. A quick summary:

  • PCs arrive in the Yawning Portal on Ches 1st.
  • Grand Opening of Trollskull Manor on Ches 20th.
  • Fireball on Ches 22nd.
  • Cassalanter kids get their souls sucked to Hell on Tarsakh 11th.

Some of this timeline, particularly as it pertains to the dual festival weeks of Fleetswake and Waukeentide (with the sacrificial feast thrown by the Cassalanters being a Feast of Leiruin on Tarsakh 10th), is laid out in Part 4 of the Remix. Other dates are given on the master timeline in Part 5. But I apparently never clearly laid out how these dates related to the events in Chapter 1 (rescuing Floon) and Chapter 2 (opening Trollskull Manor and joining factions).

Basically, there are four considerations here:

First, you want to give the PCs plenty of time to resolve the situation before the Cassalanter kids get their souls sucked, but not so much that they don’t feel any pressure. It’s not quite the illusion of pressure, but it’s close: You want the players to look at the calendar and think, “We could run out of time!” without that just kind of accidentally happening despite their best efforts.

Second, you want the Grand Game stuff to play out across the full length of the festival season to give maximum opportunities for onsite surveillance. (Jarlaxle, Xanathar, and the Cassalanters all have opportunities tied to the festivals.)

For both of these reasons, you neither want the fireball (which triggers the PCs’ meaningful involvement in the Grand Game) arriving too early (no time pressure; the onsite surveillance opportunities aren’t available yet) nor too late (no time to save the kids, fewer surveillance opportunities).

However, the third consideration is that the section of the campaign you simultaneously have the least AND most control over is the refurbishing of Trollskull Manor (and simultaneous faction missions): Least because the players can theoretically fritter away a ton of time here in unpredictable ways. Most because once they’re done frittering you can ultimately say, “Okay, and then it takes you [arbitrary amount of time] for the last of the repairs to be finished. Looks like you can open the joint on [arbitrary date]!”

This allows you almost infinite control over the date that the Grand Opening happens AS LONG AS the players don’t run past your desired date. Starting the campaign on Ches 1st gives you a nearly three week lead time. In other words, you’ll have plenty of time with a healthy margin of error.

But why do we want the Grand Opening on Ches 20th?

First, it allows the Grand Opening to be its own distinct day.

Second, you get a “normal” operating day on the 21st (which you can also use to cleanly establish the beginning of the back-to-back festival weeks; see Addendum: The Twin Parades) before you blow the windows out with a fireball on the 22nd.

You’re letting the Grand Opening be a legitimate payoff for all the hard work the players have been doing and then you’re establishing something at least vaguely resembling the new status quo before you literally blow it up.

The picture at the top of this post depicts an amazing Faerunian calendar that was made by Erik Malm, one of the players in my Dragon Heist campaign. Thanks to Erv Walter, the Patreon patron who prompted me to write up this post!

Go to Table of Contents

We’ll be cleaning up the lore and structure of the Vanthampur Investigations. For the purposes of the Remix, this post should be considered authoritative: Any place where this material contradicts the published version of Descent Into Avernus is almost certainly a deliberate change made to fix continuity problems. Ignore the published version and use the continuity described here.

LORE OF GARGAUTH

Gargauth (referred to in some ancient texts as Gargoth) is currently trapped in the Shield of the Hidden Lord, which is being carried by High Observer Kreeg. A quick overview of his history:

  • Gargauth first rose to prominence in Hell in the early days of the Blood War when he discovered that the demon Astaroth had infiltrated Asmodeus’ court and actually managed to become Treasurer of Hell. With his deception revealed, Astaroth fled. As a reward, Asmodeus made Gargauth the new Treasurer of Hell.
  • Shield of the Hidden Lord - Baldur's Gate: Descent Into AvernusGargauth’s rise continued until he was named an Archduke, ruling over Avernus as one of the Lords of the Nine.
  • He was overthrown by Bel, who had risen from a lowly lemure before engineering the coup that left him in charge of Avernus. (Bel, in turn, would be overthrown by Zariel.)
  • Gargauth then chose to leave Hell and journey on the Material Plane. He became known as the Tenth Lord of the Nine, the Lost Lord of the Pit, the Hidden Lord, the Outcast, and the Lord Who Watches.
  • Gargauth’s ancient feud with Astaroth had never truly ended. Astaroth, for his part, had become a demigod in his own right and was on the cusp of achieving godhood itself, with a number of cults scattered across Faerûn. Gargauth sought out Astaroth and slew him before he could immanentize his divinity. (Some claimed that this was done at Asmodeus’ behest, and that Gargauth, despite having been “cast out” of Hell, was actually still loyal to Asmodeus.)
  • Gargauth actually assumed Astaroth’s mantle for himself, effectively impersonating the dead demon and receiving the worship of Astaroth’s cultists. It was Gargauth’s first taste of godhood.
  • Perhaps overconfident in his new power, Gargauth joined an alliance of the Dark Gods (Bane, Bhaal, Loviatar, and Talona) to invade Hell itself and seize it from Asmodeus.
  • The invasion failed. Gargauth himself was captured. Asmodeus offered him a choice between utter destruction and a pact. Gargauth chose the pact and Asmodeus bound him into the Shield of the Hidden Lord. In order to be freed from this bondage, Gargauth must bring thirteen cities to Hell.
  • The Shield was then given to Bel, who was then in charge of the Dock of Fallen Cities (see Part 5; the charge has since passed to Zariel). He cast Gargauth out onto the Material Plane, and Gargauth has been working on his charge ever since. (Elturel may or may not have been his first success. Perhaps cities far from the Sword Coast have been taken. Or it is possible that there are, in fact, many Shields of the Hidden Lord, with Gargauth’s essence refracted across a multitude of Material Planes.)
  • In the case of Faerûnian history, the Shield has been prized by Astarothian cultists (who still hear the voice of their God in it), Dead Three cultists (who honor Gargauth for his alliance with the Dark Gods), and the Cult of Zariel (see below).
  • In one notable instance, Dead Three cultists managed to temporarily free Gargauth from the Shield (or possibly just manifest his Avatar from it) as part of an assault on the Sign of the Silver Harp, an inn that was used as a gathering place for the Harpers in the 11th It turned out the entire affair was an elaborate trap set by Elminster and Khelben Arunsun, and Gargauth ended up defeated and back in the Shield. (See Code of the Harpers, p. 27.)
  • In the early 14th century, Gargauth infiltrated the Knights of the Shield. The Knights had originally been dedicated to the Shield of Silvam (one of the Kuldannorar artifacts once held by the Tethyrian royal line, see Lands of Intrigue: Book Three, p. 26), but Gargauth corrupted an inner cabal of the Knights. Because the original Shield of Silvam had been lost, this inner cabal was able to create a “secret history” that Duke Tithkar Illehhune in the 9th century had brought the shield to be safeguarded by the Knights in their sanctum. Those inducted into the “inner mysteries” of the Knights believed that the Shield of the Hidden Lord was actually the Shield of Silvam, and Gargauth became the object of their veneration.
  • Gargauth has historically been interested in seeking out the method by which Toril was sealed from the other planes during the Time of Troubles, believing that if he could replicate this it would both free him from the Shield and perhaps allow him to seize a great deal of divine power while the other powers are cut off from the Realms. His agents are reportedly scouring many ancient ruins of the Imaskari Empire, whose wizards managed long ago to partially bar the Mulhorandi and Untheric pantheons from entering the Realms (see Powers and Pantheons, p. 23).
  • Gargauth has most recently been working with the Cult of Zariel in Elturel (see below). The Shield was taken to Elturel by a member of the Hhune family (who were part of the inner cabal of the Knights of the Shield).

Option: If you’d rather cleave a little closer to the established history of Gargauth — which, as we described in Part 3, featured him being an unfettered demigod until during or sometime after the Spellplague — simply flip him out for a completely different pit fiend with the same backstory described here. For more on Gargauth, check out Powers & Pantheons (p. 23).

We’re also going with Descent Into Avernus’ version of the history between Bel and Zariel. It’s completely inverted from Guide to Hell (p. 39), Book of Vile Darkness (p. 143) Fiendish Codex II (p. 35), and Rise of Tiamat (p. 10) in which Bel overthrew Zariel (the original Lord of Avernus!) and not the other way around, because the original version of the continuity is completely incompatible with the story of Descent Into Avernus. What I’ve done here is essentially insert Gargauth into the original role of Zariel in the story, creating a chain of succession from Gargauth to Bel to Zariel which, through the Shield, gives the PCs a window into the politics of Hell. 

If you want to instead maintain the “Zariel was the original ruler of Avernus” continuity, replace Zariel’s role in Descent with a different Archdevil; one of the Dark Eight would work well because they’re regularly killed and replaced (making it easy for the fallen celestial who led the Charge of the Hellriders to have become one of Avernus’ generals).

THE CULT OF ZARIEL

The Cult of Zariel is briefly described in Mordenkainen’s Tome of Foes (p. 21). As Archduchess of Avernus, Zariel oversees the armies fighting at the front lines of the Blood War, and her focus is usually on the corruption of knights, mercenaries, and soldiers who can most aid her cause. It is particularly effective to corrupt Cult of Zariel - Baldur's Gate: Descent Into Avernusentire knightly orders or mercenary companies, institutionalizing Hell’s recruitment, and it’s not unusual to find the Cult of Zariel working from within such organizations, often having hollowed out the original leadership and purpose.

There are actually two different Zariel cults in the Remix, although they’re working together closely enough that the PCs may not make the distinction between them. (They don’t really need to.)

The Vanthampur cult in Baldur’s Gate is relatively new. Their primary goal is to seize power in Baldur’s Gate. In addition to all the normal advantages to be gained from such temporal power, they particularly want to corrupt the Flaming Fist and turn the whole mercenary company into a recruitment drive for the Blood War. Towards this end, Duke Vanthampur arranged for Grand Duke Ravengard to be present in Elturel when it was sucked into Hell. She’s also planning to assassinate Duke Portyr in order to further the power vacuum.

The Cult of the Companion has been secretly wielding power in Elturel for generations. They forged the original pact with Zariel for the Companion (see Part 4B), and their current leader is High Observer Thavius Kreeg himself. They have been guided in these actions from the beginning by Gargauth, speaking from the Shield of the Hidden Lord, which has been a prized artifact of the cult.

THE MURDERS

Having been utterly triumphant in their schemes, the Cult of the Companion is now working mop up.

We’ll discuss the details and specific history of the infernal pact that doomed Elturel in Part 4, but there’s one thing we need to know now: Anyone descended from a Hellrider or a member of the Order of the Companion has had their soul forfeited to serve as a devil in Zariel’s armies after their death. Those who were in Elturel at the time of its fall have already been taken, but a number of descendants either escaped the city or weren’t in the city at the time of its fall. If they die before Elturel sinks into the Styx (and the pact is completed), however, then their souls will also be sucked to Hell.

The Cult of the Companion is therefore working with the Vanthampur cult to hunt down Hellriders and their descendants in Baldur’s Gate and murder them. Think of it as a final recruitment drive.

DEAD THREE CULTISTS

The Cult of Zariel has reached out to local Dead Three cultists for the manpower they need to identify, locate, track, and murder Hellrider descendants. This alliance was primarily forged because the Dead Three cultists still venerate the Shield of the Hidden Lord and view Gargauth’s pronouncements as coming from their dark gods, but Duke Vanthampur was able to sweeten the deal by offering them an ancient temple site dedicated to the Dead Three.

Duke Vanthampur, who manages the city’s water utilities and sewer system, originally became aware of this temple when a sewer work crew accidentally broke into it. She had the sewer breach sealed, killed the workers who’d done it, built a bathhouse over the temple site in order to gain access to it, and then killed the workers who’d done that work, too.

She didn’t really have a specific purpose for it at the time, but figured having a private underground lair would come in useful at some point. The complex has been used at various times to store drugs, slaves, and other illicit goods. The Vanthampurs have also used it to hold and torture prisoners. Unfortunately, the contamination of the air by subterranean gases (see Part 3F) has limited its utility and, therefore, value. The Dead Three cultists nevertheless consider the restoration of this holy site an almost incomparable gift, putting them deeply in Duke Vanthampur’s debt.

Note: In the adventure as published, the relationship between the Dead Three cultists and the Vanthampurs is confused. In some places it’s suggested they’re allied to common purpose (although it’s not certain what that is); in other places the Vanthampurs are just paying the Dead Three cultists to kill people. But if the Dead Three cultists are just mercenaries, then it’s unclear why the Vanthampurs have built a temple dedicated to the Dead Three in the dungeon they found/own. The revision of lore found here attempts to simplify, straighten out, and strengthen this continuity.

Go to Part 3C: The Vanthampur Revelations

Vanthampurs - Baldur's Gate: Descent Into Avernus

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The PCs’ time in Baldur’s Gate is entirely dedicated to investigating the machinations of the Vanthampurs. (You can try to squeeze other stuff in, but there’s not really any space to do it: The PCs are told to investigate the murders by going to the Dungeon of the Dead Three, immediately follow leads from there to Vanthampur Manor, and then immediately follow the leads from the Manor out of town. Realistically speaking, they’ll spend less than 48 hours in the city. Probably significantly less.)

In practice, these investigations are designed to lead to three central revelations:

  • The murders ordered by Duke Vanthampur
  • The devilish schemes involving the Shield of the Hidden Lord
  • The truth of Elturel’s Fall

As written, there are significant problems with all three.

PROBLEM: THE MURDERS

The Vanthampur “plan” to seize power in Baldur’s Gate doesn’t actually make any sense: Duke Vanthampur has hired Dead Three cultists to murder people in order to “shatter confidence in the Flaming Fist” so that the city will stop paying them and they’ll… leave?

First, Baldur’s Gate is already notoriously the murder capital of the Sword Coast and has been for centuries. If “bunch of murders” was going to break public confidence in the Flaming Fist, it feels like it would have happened a long time ago.

(For context, the entire adventure begins in a tavern where everyone goes armed because otherwise you’re likely to get murdered. It’s one of the nicer taverns in town.)

Second, the Flaming Fist is a “mercenary army,” but they’re not just visiting. They’ve been a fundamental institution of power in Baldur’s Gate for more than a hundred years. They’re also the only meaningful military force in town. Historically speaking, when you abruptly stop paying the army, the result is not “they peaceably go away and leave you in charge.”

The result is that the army is now in charge.

Even beyond that, it’s entirely unclear how getting rid of the Flaming Fist is supposed to make Vanthampur the new Grand Duke. The book says that she “has brokered a deal that will enable her to claim the role of grand duke once the Flaming Fist disbands,” but brokered with who exactly? To become grand duke you have to be elected by the Parliament of Peers. Why would any significant portion of the parliament want to disband the Flaming Fist? And if they did, why wouldn’t they just vote to do it?

To sum up: It doesn’t make sense that Vanthampur is trying to do what she’s trying to do, and the way she’s trying to do it will never work.

PROBLEM: SENDING BALDUR’S GATE TO HELL

Duke Vanthampur and/or Thavius Kreeg (it’s a little vague) also have another plan: They’ve stolen the Shield of the Hidden Lord, a powerful magical artifact containing a trapped pit fiend named Gargauth which “fuels the avariace and ambitions of evil-minded folk in Baldur’s Gate.” (The book is inconsistent on whether the pit fiend does this by loquaciously convincing people to do bad things or if it just exudes an aura of evil that ramps up the murder rate citywide.) They’re going to use the Shield to suck Baldur’s Gate to Hell, just like Elturel was!

First, I just want to briefly comment on how bizarrely warped the lore of the Shield of the Hidden Lord has become. In 2nd and 3rd Edition, Gargauth was a demigod; he was the Tenth Lord of Hell who had been cast out by his fellow devils and chose to wander the Prime Material Plane. The Shield of the Hidden Lord first appeared in 3rd Edition, and it was a powerful evil artifact that allowed Gargauth to communicate with and subtly influence its bearer.

Gargauth vanished in 4th Edition, but in 5th Edition he reappeared in Sword Coast Adventurer’s Guide as “a mysterious infernal power who seeks godhood while trapped in the world within a magical shield.” Descent Into Avernus then reveals that this is, in fact, the Shield of the Hidden Lord, which is no longer an evil artifact created by Gargauth, but instead a celestial artifact in which Gargauth has been imprisoned.

(I mention this primarily to explain why, when I completely jettison a lot of this lore and replace it with something completely different, I’m not going to feel particularly guilty about it.)

Second, the Companion hung in the sky above Elturel for fifty years before the city could be sucked into Hell, but apparently you can do “much the same thing” (p. 11) with a pit fiend bound inside a celestial shield.

This doesn’t make a lot of sense, and the book’s lack of interest in providing any explanation for how this is supposed to work is really just a symptom of Descent’s lack of a clear vision for the metaphysics and continuity involved in Elturel’s fall.

For example, Descent Into Avernus is built around the central concept that High Observer Thavius Kreeg made a deal with devils to create the Companion and, in exchange, he sells the city he rules to the Nine Hells.

The problem is that this cannot possibly be true.

Thavius Kreeg wasn’t High Observer when the Companion was created because:

  1. The position of High Observer came into existence after the Companion.
  2. Kreeg wasn’t the first High Observer.
  3. The Companion was created in order to overthrow the existing (vampire) lord of the city.

The beginning of Descent Into Avernus recognizes the problem and tries to fudge a fix: Kreeg, who was not the ruler of the city, “took credit for summoning the Companion, was hailed as the savior of the city, and rose to become its high overseer.”

By the time the book gets to Candlekeep, however, the writers have forgotten both the original continuity and the continuity described at the beginning of the book: Kreeg is now the ruler of Elturel when he made the deal with Zariel (and before the Companion was created).

Pact of Elturel - Baldur's Gate: Descent Into Avernus

On the one hand, this actually makes more sense (because otherwise you’re saying that just any random dude in a city can agree to send it to Hell, which makes it unclear why the devils haven’t scooped up all the cities of Faerun a long time ago), but on the other hand you’ve got a superpositioned continuity glitch in which both of its quantum states have really glaring problems.

(Descent Into Avernus has so little care for actual continuity here, that they somehow changed Kreeg’s title from “High Observer” to “High Overseer” and nobody noticed the error.)

It’s certainly possible to slide some continuity glitches past your players, but this is literally the entire adventure: They have to know how Elturel was damned so that they can figure out how to save it.

PROBLEM: THE TRUTH OF ELTUREL’S FALL

At the end of the Dungeon of the Dead Three, the PCs meet and interrogate Mortlock Vanthampur, who will flat out state the premise of the scenario: “If [my mom] gets her way, Baldur’s Gate will share Elturel’s fate and get dragged down into the Nine Hells.”

This is the first time the PCs will be able to learn this, so they’re going to have some questions. The GM will also have questions (like, how does this NPC know this but his brothers don’t, even though his brothers are explicitly more trusted by their mother? How much does he actually know?), but the adventure isn’t going to be helpful in answering any of them.

What I’m more interested in here is the pacing of major revelations in a campaign: This isn’t how you do it. Don’t just dump the entire solution to a major mystery into the PCs’ laps as an offhand comment in an unrelated conversation.

In Part 1, I talked about how the Mystery of Elturel’s Fate is the central, driving mystery in this first part of the campaign. We can now break this down into five specific phases of revelation:

  1. Elturel was destroyed
  2. Elturel was destroyed by devils
  3. High Observer Kreeg is still alive!
  4. Kreeg is responsible!
  5. Elturel wasn’t destroyed, it was actually taken to the Nine Hells.

Once you break it down like this, you can see how each one of these revelations packs a big punch. If you do it right, each one should be a “Holy shit!” moment for your players.

But you can also see how the conversation with Mortlock short-circuits this entire process of discovery, jumping straight to the end. All those big, cool, memorable moments are just thrown away.

Everything else in this chain of revelations is similarly dysfunctional.

For example, instead of the PCs discovering that Kreeg is still alive (shocking twist!), a random NPC they’ve never met before walks up to them in the street and tells them. (It’s almost insulting how pointless this is, by the way: The PCs are literally on their way to a location where they’ll discover Kreeg for themselves when the NPC shows up to steal their thunder.)

Later there’s an infernal puzzlebox that the PCs need to take to Candlekeep and have opened. When they do, they find inside the infernal contract Kreeg signed that doomed Elturel. This should be a mind-blowing revelation of epic proportions…

…except the person who tells them to go to Candlekeep to have the puzzlebox opened literally tells them what’s in the box before they open it. (And then another NPC makes sure to reiterate it immediately before opening it.)

So there’s this big, cool mystery that the entire campaign is framed around. But Descent Into Avernus constantly undercuts the revelation of that mystery and ferociously deprotagonizes the PCs while they “investigate” it.

PROBLEM: THE INVESTIGATION TRACK

What I’m referring to as the Vanthampur Investigations consists of three nodes:

  • Dungeon of the Dead Three
  • Amrik Vanthampur @ the Low Lantern
  • Vanthampur Manor

These are largely presented as a linear chain in Descent Into Avernus. Unfortunately, this chain is extremely fragile. This is mostly due to Mortlock: The PCs are supposed to find him in the Dungeon of the Dead Three, interrogate him, and basically get all the information they need to proceed.

There are several problems:

First, as we’ll discuss in Part 3F, it’s very easy for the PCs to never find Mortlock.

Second, if they find him, he’s being attacked by another cultist and will be killed if the PCs don’t jump in and save him. (What if they don’t?)

Third, if they do save him, the first thing he’ll say is, “I’m the serial killer you’ve been looking for.” (Odds that the PCs will now kill him without further ado? Pretty high in my experience.)

Fourth, having just confessed to being the serial killer the PCs are here to kill, Mortlock will now say, “Hey, can you help me take revenge on the people who tried to kill me?” (I’m not making this up.)

Fifth, remember that the PCs have been pressganged into a very simple job: Destroy the Dead Three cult. So the last thing Mortlock says is, “If you’ve made it this far, you’ve killed most of the leaders of the Dead Three cult. Without them, the cult will break up.” In other words, “Congratulations! You’re all done! This adventure is 100% complete!”

If you get past all of that, Mortlock tells the PCs what they’re supposed to do next: Kidnap his brother Amrik so that they can use him as leverage while negotiating with his mother.

But negotiating with his mother to do… what?

The adventure doesn’t seem to know. In fact, it promptly forgets the entire idea except to briefly tell the DM later that it definitely won’t work. (“Proud to a fault, [Thalamra] would rather die than surrender or be taken prisoner —and she happily watches any of her sons die before consenting to ransom demands.”)

The failure of the scheme doesn’t bother me. (“Go ahead and kill him,” is a perfectly legitimate moment and builds pretty consistently from her known relationship with her kids.) What bothers me is that there doesn’t seem to BE a scheme. The PCs are told to do a thing, but are given no coherent reason for doing it.

(This is a somewhat consistent problem in the adventure that we’ll discuss at greater length in Part 6.)

REMIXING THE INVESTIGATION

We’re going to largely focus on three things in order to fix the Vanthampur Investigations:

  1. Revise the lore and backstory so that it makes sense
  2. Do some minor rehab work on each individual node
  3. Toss out the current investigation structure and replace it with revamped revelation lists, made robust by applying the Three Clue Rule

Those of you familiar with my work will probably be unsurprised to discover that we’ll also be introducing some node-based scenario design to give the whole thing more flexibility. (There’s only three nodes, of course, so we’re not going to go too crazy here.)

Go to Part 3B: Lore of the Vanthampur Investigations

Elfsong Tavern - Baldur's Gate

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Since we were just discussing Tarina in the Elfsong Tavern, let’s take a moment to talk about the tavern itself.

The tavern is described with:

  • A list of tavern patrons
  • A map
  • A detailed key for all the rooms (upstairs and downstairs)
  • The lyrics of an elfsong sung by the local ghost in tribute to lost Elturel

(The tavern has apparently lost the stuffed baby beholder that used to hang over the bar in the 14th century.)

Structurally, however, this is what happens at the tavern:

  • The PCs talk to Tarina, who refuses to give them the information until they help her kill some pirates who are coming to attack her.
  • They wait for the pirates to show up.
  • The pirates show up. They fight.
  • Tarina gives them the information.
  • They leave.

The first problem here is that the structure doesn’t make it easy for the GM to leverage all the material presented about the tavern. The most egregious example of this is the sahuagin priestess Oshalla: Three hundred words are dedicated to describing this NPC who the PCs don’t know about, no one mentions, and who is behind a locked door on the second floor of the tavern. (Remember: The PCs have no reason to ever leave the common room of the tavern.)

She seems sort of interesting, but what the hell is she doing here?

Baldur's Gate: Dark AlliancePart of the explanation here is that the Elfsong Tavern appeared in the Baldur’s Gate and Baldur’s Gate: Dark Alliance computer roleplaying games. Its inclusion is a nostalgic love letter that will resonate with a lot of players, so it gets an uber-detailed description. On the other hand, this ultimately just emphasizes the problem: If we care enough about the Elfsong Tavern to describe it in encyclopedic detail, why not structure the scenario so that the players at the table can experience that content?

The second problem is that the scenario structure here is very weak. Tarina basically says, “I will help you after the next cut scene.” But then the GM is supposed to make the PCs wait an arbitrary and unspecified amount of time before triggering the cut scene in a location where there’s basically nothing for them to do except say, “We wait.”

(The more cynical take is that the writers are expecting the PCs to act as if they’re in a CRPG and go around picking the locks on every private door in the joint.)

ENTER TARINA

Tarina is the reason that the PCs are there, so she’s going to be the lynchpin of whatever structure we apply here. The biggest problem we have here is the entire “I’ve heard a rumor some pirates might show up and try to kill me tonight” interaction: It’s overly complicated and it doesn’t really make a lot of sense.

The book says that the intention here is to give the PCs time to explore the tavern while they wait. But if they’re supposed to by bodyguarding Tarina, they’re probably not going to wander away, right?

We’re going to make a simple tweak here:

  • When the PCs show up at he Elfsong Tavern, Tarina isn’t here.
  • She shows up.
  • She tells the PCs the information they need.

And that’s it. We don’t need any frills to get the job done here.

ELFSONG

The Elfsong Tavern is haunted by the spirit of an elven woman who periodically sings a ghostly lament for a lover lost at sea. According to Volo’s Guide to the Sword Coast, “the voice is never heard more than twice in an evening, but usually at least every three nights, and never during the sunlit hours.” The song is always the same.

Descent Into Avernus, therefore, has a really interesting moment in which the spirit unexpectedly begins singing a lay to fallen Elturel. This includes a full set of beautiful, poetic lyrics which I suspect some might be suspicious of, but which I think can actually create a great moment at the gaming table.

Unfortunately, the moment won’t actually work because the adventure doesn’t put in the necessary work to make it land. “This surprises everyone,” the book says… except the PCs. Because the PCs have never heard the spirit sing before, don’t know that it never changes its tune, and don’t know that this isn’t the regular tune.

RULE OF THREE: The Rule of Three is a narrative principle in which you (1) establish something, (2) reinforce it, and then (3) pay it off. (And the pay off can also be a reversal of the expectation you’ve established.)

We’ll do the same thing here:

  • The Elfsong is being sung when the PCs come through the door. They walk into the “customary hush that falls over the tavern while the ghostly voice sings her sad lament” (Volo’s Guide to the Sword Coast).
  • The spirit begins singing again when Tarina arrives. (Some or all of the PCs are likely to be upstairs when you trigger this moment. Note that the song can be heard everywhere in the building.)
  • As they’re finishing their conversation with Tarina (just after she’s given them the information), the spirit sings the lay to fallen Elturel.

Basically, you show the players what’s usual so that you don’t have to tell them when it’s unusual. The moment is allowed to speak for itself. (You can still reinforce this, of course, by describing the haunted reaction of the tavern regulars.)

THE REGULARS: It’s fairly plausible that the first or second instance of the song will prompt the PCs to ask someone what the song is all about. Try to color this with that NPC’s personal opinion and relationship with the song. For example, Alan Alyth, the owner of the tavern, might tell about how his grandmother, Lady Alyth Eldendara, heard the song just once and bought the tavern that very night. The former owner agreed only on the condition that he would always have a seat in the tavern where he could come each night to listen to the song. Theomon’s Chair still sits in the corner, sacrosanct and unused by any patron.

(No, I don’t know why Alan’s last name is his grandmother’s first name.)

This allows the Elfsong to become a potential icebreaker or easy topic of conversation as the PCs interact with the NPCs here.

THE FIRST TIMER: You might also add an extra touch to the first or second instance of the song by describing it’s effect on another first timer. Also from Volo’s Guide to the Sword Coast: “A first-timer … who breaks down into tears upon hearing the song is usually embraced and comforted by the nearest regular patron.”

(This is superior to trying to tell the players that their characters “feel really sad” about hearing the song. Telling players what their characters are feeling is generally a bad idea.)

OSHALLA

While the PCs are waiting for Tarina to show up, Alan Alyth comes over to their table. He’s seen the Flaming Fist badges they’re wearing and he’d like their help. He has a tenant renting a room upstairs who has fallen behind on her rent. She’s locked her door and refuses to come out.

The tenant in question is Oshalla, the sahuagin priestess I mentioned above.

(This leverages Oshalla so that the PCs will actually interact with her. It also reinforces their new role as members of the Flaming Fist.)

TOPICS OF CONVERSATION

FALL OF ELTUREL: Use the Rumors of Elturel addendum to seed the conversation here. This will continue building up the enigma around Elturel’s disappearance. (As does the lay sung by the elf spirit later, of course.) As in Part 1, make a point of including High Observer Thavius Kreeg (and the fact he’s presumed to be lost with the rest of the city).

FLAMING FIST LEADERSHIP: With Grand Duke Ravengard missing and presumed dead in the Fall of Elturel, there’s a lot of speculation about who will become the new Marhsal of the Flaming Fist.

  • Blaze Beldroth over in the western Lower City has reportedly promoted himself to Marshal and is issuing orders. It’s unclear how many Flames are actually following those orders.
  • Duke Portyr has recalled his niece, Liara Portyr, from Fort Beluarian in Chult. It’s assumed he’s planning to push her into the leadership position.
  • Blaze Mukar, commander of Wyrm’s Rock, is also in a powerful position.
  • This is all just a test by Grand Duke Ravengard to see who’s loyal and who’s not.
  • The Eltan family, heirs of the Eltan who originally founded the Flaming Fists but sold off their shares in order pay off debts, is preparing to buy back in, with Taraphael Eltan becoming the new Marshal.
  • Yvandre Rillyn, a Flaming Fist veteran, has been running the Rillyn School for Swordplay. The school is actually the front for a conspiracy to seize control of the Flaming Fist. Rumor has it that Rillyn “students” were seen in Elturel before its fall. (See Descent Into Avernus, p. 182.)

Wyrm's Rock - Baldur's Gate: Descent Into Avernus

THE NEXT GRAND DUKE: Ravengard’s death also opens up the position of Grand Duke. Use this gossip to establish all of the surviving dukes (see Descent, p. 162):

  • Duke Belynne Stelmane
  • Duke Dillard Portyr
  • Duke Thalamra Vanthampur

As for the filling the fourth ducal position, any number of patriar families might be mentioned (including Taraphael Eltan). See p. 165 of Descent Into Avernus.

REFUGEES: There are those who think Baldur’s Gate should be doing more to help. There also those spewing out all kinds of anti-refugee rhetoric and conspiracy theories (like the rumor on p. 18, “I’ll bet my last copper piece that those so-called refugees are advance scouts for an army that’s preparing to attack Baldur’s Gate!”).

REDUX REFUGEE

Grab one of the refugees from the refugee caravan (or a small group/family) and have them come into the Elfsong Tavern. They’re trying to find lodging, but everywhere they’ve checked is sold out. (So is the Elfsong Tavern… unless the PCs have created a vacancy upstairs.)

That refugee who was pregnant and now has a newborn baby is probably a great choice for pathos here.

That guy who was spewing vile anti-refugee conspiracy theories a couple minutes ago? It’s a great time for him to open his stupid mouth again.

THE PIRATES

I’ll be honest: I think the pirate encounter is kind of dumb. I think the setup with Tarina knowing they’re looking for her is awkward at best and the whole thing ultimately contributes nothing to the scenario and means nothing. I suspect it’s largely here because the writers needed to level the PCs up and felt it was even more ridiculous to do without at least some kind of fight.

(If, as I’ve suggested, you’ve either run the refugee caravan scenario or simply had the players create 2nd level characters, then this is completely unnecessary.)

THE SURPRISE: If you still want to include the pirates, then just have them burst through the doors as Tarina finishes briefing the PCs. “Oh crap, these guys again,” she says, and asks the PCs to help her deal with them.

THE RUNNING GAG: If you’ve replaced Tarina with a PC, the pirates could be worked in as a running gag as long as they’re in Baldur’s Gate. Everywhere they go… more bloody pirates seeking revenge.

THE TAVERN BRAWL: Alternatively, just start a brawl in the tavern. If the PCs do something stupid, great. Otherwise, have a quarrel over the refugees escalate until somebody breaks a bottle.

EVENT SEQUENCE

Elfsong Tavern - Baldur's Gate: Descent Into Avernus

A quick summary/checklist of everything we’ve just talked about:

  • Entering the Elfsong Tavern while the Elfsong is being sung.
  • Tarina isn’t there yet.
  • Alyth comes over to ask them to deal with the deadbeat Oshalla.
  • Refugee enters, desperate for lodging.
  • Tarina arrives. Elfsong again.
  • Tarina briefs the PCs.
  • Elfsong: The Lay of Elturel.
  • Optional: Pirate Booty Kickin’ / Tavern Brawl

This should give you enough narrative space to frame conversations around the PCs (implicitly inviting them to join in), have NPCs approach them for a friendly chat, and/or let the players take the initiative and find someone to talk to.

ALTERNATIVE CAMPAIGN HOOKS

Well, we did establish that these killings were targeting refugees, right? Pick one of the refugees from the caravan (preferably whichever one was the players’ favorite) and murder them. Other refugees from the caravan find the PCs and ask for their help again. (The refugees might have found lodging at the Elfsong Tavern, so you can still frame this scene there.) You can then use Part 3D: Investigating the Murders to bring the PCs into the Vanthampur Investigations.

(Alternatively, if you prefer to follow more closely the structure of the original book, you can use an investigative montage to point the PCs at the bathhouse the Dead Three cultists are using.)

Go to Part 3: The Vanthampur Investigations

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