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Return to Baldur's Gate

The trip downriver from Elturel to Baldur's Gate is, mercilously, uneventful. This time of year, the river is a bit sluggish, so the trip takes a full three days, but it is three days the party can relax, rest, and recover from their ordeals.

It is also three days to prepare for what they know will be a dangerous visit to Baldur's Gate, followed by a potentially even more dangerous infiltration with the Cult of the Dragon.

Introduction

 

For three days, the Victorious Secret has had something of a vacation. The gentle sway of the riverboat Mad Maggie has been in stark contrast to her name. It's been an easy, uneventful journey, with little to do but enjoy the wide, slow-moving river Chionthar as it winds its way inexorably towards Baldur's Gate.

It is mid-afternoon on the third day, and in the distance, the walls of the magnificent city are just coming into view. In only another few hours, our heroes will once more be thrust into the city full of intrigue, violence, and opportunity.

And if the potential assassin waiting for Xan weren't worrying enough, your task here is to locate and infiltrate a caravan full of cultists devoted to evil dragons.

In only a few short hours, the peace of the three day river journey will end, but for now there's just a little time left to dwell in the calm.

 

Story Hooks

  • Xan's old Thieves' Guild, The Flock, still wants to kill him for what he did when he left.
  • Jamna Gleamsilver is here, following the activities of the Cult, herself. She will spot the characters coming into town and tip off The Flock, again.
  • Pelanriia Rilynghym still owes Willa 200 gp from her last performance at the Mercenary's Rest. She will also tip Willa an additional 50 for the ensuing business that the name of Sweetgrass brought to her establishment in the tendays following her departure, and ask her to sing again while they're here.
  • The Cult of the Dragon is coming into town every few days with a small caravan, which will begin supplying for their journey north to Waterdeep. They are not the only ones traveling that direction, and their few carts will link up with several others, most of which will be hiring mercenaries to protect them.

Figures of Note

The following NPCs are of note, and may show up in this session.

Pelanriia Rilynghym

The proprietess is a snooty elven woman of indeterminate origin with impeccable dedication to etiquette. Pellaria hides a dark secret in her origin: she is a drow from the city of Ched Nasad who has fled to the surface in search of a place where she is not expected to constantly watch her back for knives. Using power she was blessed with at birth, she has ensorceling twin wood elves from the High Forest named Janis and Vilsha, whom she employs as waiters and servants at her tavern.



Pelanriia Rilynghym

Medium humanoid (Drow), neutral


  • Armor Class 13 (16 with mage armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 14 (+2) 13 (+1) 15 (+2) 19 (+4)

  • Saves Constitution +2, Charisma +4
  • Skills Arcana +5, Insight +7, Perception +7, Persuasion +8
  • Resistances damage from spells; bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Insight 17, passive Perception 17, Darkvision 120 ft.
  • Languages Common, Drow, Elven, Undercommon
  • Challenge 9 (5,000 XP)

Arcane Comprehension. Pelanriia can spend 1 sorcery point to cast comprehend languages, detect magic, or identify.

Child of the Weave. Pelanriia doesn't need a component pouch or spellcasting focus when she casts her sorcerer spells.

Fey Ancestry. Pelanriia has advantage on saving throws against being charmed, and magic can't put her to sleep.

Innate Spellcasting. Pelanriia's spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

At-Will: dancing lights., 1/day: darkness, faerie fire

Metamagic (13 sorcery points). Pelanriia knows the following metamagics: extended spell, heighten spell, subtle spell.

Sunlight Sensitivity. Pelanriia has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when she, the target of her attack, or whatever she is trying to perceive is in direct sunlight.

Spellcasting. Pelanriia is a 13th level sorcerer. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks. She knows the following sorcerer spell:

Cantrips (At-will): control flames, friends, mage hand, message, minor illusion, poison spray

1st-level (5/day): mage armor, magic missile, shield

2nd-level (4/day): alter self, hold person

3rd-level (3/day): counterspell, enemies abound

4th-level (3/day): confusion, stoneskin

5th-level (2/day): cone of cold, dominate person

6th-level (1/day): mass suggestion, mental prison

7th-level (1/day): power word pain

Trance. Pelanriia doesn't need to sleep. Instead, she meditates deeply, remaining semiconscious for 4 hours a day.

The Flock

In Baldur's Gate, thieves are as populous as merchants,
and some perform double duty! Among the many gangs of
the city, one group of canny rogues has carved out a niche in the inner city near Bloomridge. This group is led by the mysterious Shrike, and call themselves "The Flock". Each member has been given a bird's name to denote Shrike's opinion of them, and they wear those names with a badge of honor, using their own bird's song as a call to one another when voices are best left silent.

Shrike

The leader of the Flock, Shrike is a careful and diligent planner, patient to a fault. He has carefully crafted the Flock to aid him in his goal of gaining power and prestige in the city of Balder's Gate.


Shrike

Medium humanoid (Human), lawful evil


  • Armor Class 16 (mithral chain shirt)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 17 (+3) 18 (+4) 15 (+2) 14 (+2)

  • Skills Deception +8, Insight +5, Investigation +10, Nature +7, Perception +5, Sleight of Hand +5, Stealth +6
  • Senses passive Perception 15
  • Languages Common, Thieves' Cant, Undercommon
  • Challenge 5 (1,800 XP)

Cunning Action: On each of his turns, Shrike can use a Bonus Action to take the Dash, Disengage, or Hide action.

Master of Tactics. Shrike can use the Help action as a bonus action to aid any ally within 30 feet of him, as long as the target can see and hear him.

Sneak Attack (1/turn). Shrike deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shrike that isn't incapacitated and Shrike doesn't have disadvantage on the attack roll.

Actions

Multiattack. Shrike makes three melee attacks.

Ribbon. Melee or Ranged Weapon Attack. +6 to hit, reach 5 ft., range 10/40 ft., one target. Hit: 5 (1d4 + 3) piercing damage. See ribbon.

Ribbon

Weapon (dagger), very rare (requires attunement)


When you hit with an attack using this magic dagger, the target takes an extra 1d8 necrotic damage. In addition, when you score a critical hit with this weapon, you heal an amount equal to the necrotic damage dealt by this weapon.

Cape of the Mountebank

Wondrous item, rare

This cape smells faintly of brimstone. While wearing it you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the spake you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Shrike is a meticulous and calculating person. Although he's quite willing to take risks, and to take them with most of the Flock, he will only do so when the risk has been carefully calculated and he has determined the reward is worth the risk. Shrike also knows full well that he is not the most dangerous thief in Baldur's Gate, and he's all too happy to toe the line that the Lady has set for him. Why break her law when he benefits from its enforcement? Someday, he hopes to be invited to join the Lady's Court, and be groomed as her successor, but he's quite happy with his little piece of the city, for now.

Heron and Rook

In most schemes, Shrike doesn't require much muscle. Once in a while, though, there's a call for heavy lifting or a large and imposing object being placed in the path of a problem. That's what Shrike groomed these two to do: be big, imposing, and burly. When they aren't required for something specific, Heron and Rook play lookout while their more nimble flockmates do their own work.


Heron

Medium humanoid (Human), neutral


  • Armor Class 17 (leather breastplate, defense style)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 17 (+3) 10 (+0) 10 (+0) 12 (+1)

  • Skills Intimidation +5, Perception +2, Stealth +6
  • Senses passive Perception 12
  • Languages Common, Thieves' Cant
  • Challenge 3 (700 XP)

Action Surge (1/short rest). Heron may take another action.ˇ

Sneak Attack (1/turn). Heron deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Heron that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Actions

Multiattack. Heron makes two melee attacks on his turn.

Longsword. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft., range 10/40 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

 

Rook

Medium humanoid (Half-orc), neutral


  • Armor Class 15 (studded leather, defense style)
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 12 (+1)

  • Skills Intimidation +5, Perception +2, Stealth +6
  • Senses passive Perception 12
  • Languages Common, Orc, Thieves' Cant
  • Challenge 3 (700 XP)

Action Surge (short rest). Rook may take another action.

Relentless Endurance (long rest). When Rook is reduced to 0 hit points but not killed outright, she can drop to 1 hit point instead.

Sneak Attack (1/turn). Rook deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rook that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Actions

Multiattack. Rook makes two melee attacks on her turn.

Handaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Sparrow

Sparrow's relationship with the Flock is somewhat tennuous, at times. She's a little wild, a lot unpredictable, and far too interested in wanton destruction for the comfort of most of the members. Still, Shrike finds her useful, and most of the time he can steer her towards his own ends.


Sparrow

Medium humanoid (halfling), chaotic neutral


  • Armor Class 13 (17 with mage armor)
  • Hit Points 71 (11d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 15 (+2) 12 (+1) 9 (-1) 17 (+3)

  • Skills Arcana +3, Deception +5, History +3, Stealth +5
  • Senses passive Perception 9
  • Languages Common, Halfling, Thieves' Cant
  • Challenge 3 (700 XP)

Brave. Sparrow has advantage on saving throws against being Frightened.

Halfling Nimbleness. Sparrow can move through the space of any creature that is of a size larger than hers.

Lucky. When Sparrow rolls a 1 on the d20 for an Attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.

Spellcasting. Sparrow is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Sparrow knows the following spells:

Cantrips (at-will): friends, frostbite, mage hand, minor illusion

1st-level (4/day): ice knife, disguise self, mage armor, identify

2nd-level (3/day): detect thoughts, invisibility

3rd-level (3/day): fear, melf's minute meteors

Actions

Rapier. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

 

Magpie, Kingfisher,
Hawk, and Starling

The rank and file of the Flock are thieves and pickpockets who do the bulk of the thieving required by Shrike. Although certainly each is as unique as the rest, not one of them stands out like the other members of the organization.


Flock Thief

Medium humanoid (human), neutral


  • Armor Class 14 (studded leather)
  • Hit Points 22 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

  • Skills Deception +3, Sleight of Hand +6, Stealth +6
  • Senses passive Perception 10
  • Languages Common, Thieves' Cant
  • Challenge 1/4 (50 XP)

Sneak Attack (1/turn). The flock thief deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the flock thief that isn't incapacitated and the flock thief doesn't have disadvantage on the attack roll.

Actions

Dagger. Melee or Ranged Weapon Attack. +4 to hit, reach 5 ft., range 10/40 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Barnabus the Smith

Barnabus. A simple smith who sells the weapons he makes to the city's watch. He has a simple smith's shop not far from the Mercenary's Rest, where he and his apprentice Joram ply their trade day in and day out.

Jamna Gleamsilver

 

Jamna Gleamsilver

Small humanoid (gnome), unaligned


  • Armor Class 15 (studded leather armor)
  • Hit Points 71 (11d8 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 14 (+2) 15 (+2) 10 (+0) 12 (+1)

  • Saving Throws Dex +6, Int +5
  • Skills Acrobatics +6, Deception +7, Insight +6, Perception +6, Persuasion +4, Stealth +9, Thieves' Tools +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Gnomish, Goblin, Sylvan
  • Challenge 3 (700 XP)

Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action.

Evasion. When Jamna is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds, and only half damage if she fails.

Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Spellcasting. Jamna is a 7th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list:

Cantrips (at-will): chill touch, mage hand, minor illusion, prestidigitation

1st-level (4 slots): charm person, disguise self, hideous laughter

2nd-level (2 slots): invisibility, mirror image

Actions

Multiattack. Jamna makes two attacks with her daggers.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 12 (1d4 + 3 + 2d6) piercing damage if the target is Medium or larger.

Reactions

Uncanny Dodge. Jamna can use her reaction to halve the damage from one attack that hits her.

Equipment

dagger of warning, studded leather armor

 

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