Untitled
Untitled
Self-Propelled Cart
Gondsman Leonardo da Vinci
Codex Atlanticus, 1478
BALDUR’S GATE:
LARCENY AT THE HALL OF WONDERS
Written and Developed by Jimmy Meritt
Art and Layout by Louie Skaradek
Edited by Merle Rogers
"A heist of heroic proportions awaits daring adventurers below the
renowned Hall of Wonders in the nefarious city of Baldur’s Gate."
The Hammer Strikes! In Part Two of the adventure, “Prep Work’’, char-
acters can perform several tasks to make the heist
Gond, the Lord of All Smiths, is worshipped by easier. Gnome characters may attempt to gain em-
those who honor craft and smithwork. One of his ployment at the Hall, characters may strike a bar-
great Temples, the Hall of Wonders in Baldur’s Gate, gain with a Crime Lord to get a helpful gadget, and
serves as a museum showcasing work inspired by characters may attempt a smaller heist to steal a map
this great deity. There are many who travel from of the vault, giving them a clear layout.
miles around to see the variety of incredible inven-
tions. Of interest to scoundrels, however, are the In Part Three of the adventure, “Let’s Raise a Fuss’’,
rumors of a treasure-filled vault hidden beneath the characters cause chaos in the upper section of the
great hall, guarded by clockwork monsters… Hall of Wonders to create a distraction and allow
them to sneak into the vault below.
Adventure Summary
In Part One of the adventure, “The Score’’, charac-
If text appears in a box like this, it is information
ters meet a gnome named Corvyn Wilmop. Corvyn to help you run the adventure.
is currently being pursued by a group of Thugs.
Characters who save Corvyn get inside information
on how to pull a heist on the vaults below the Hall of All creatures in this book can be found in
Wonders. Appendix A.
INTRODUCTION
1
Part One: The Score
Before long, the song of the ghost begins to drift
Down the rain slicked streets of through the tavern. This pause in the action gives
Baldur’s Gate, a single gnome moves
the characters a chance to talk, plan, or act.
at a quick pace, glancing over his
shoulder- he was being followed, no
question about it. The darkness meant If characters speak to Corvyn, he is frantic and a
danger, the darkness meant crimes man of few words. “Please! Get me away from these
would go unavenged- and he needs guys and there’s a payday in it for you!’’ If pressed
lots of eyes on him. The gnome dives further, Corvyn will at first simply re-emphasize
into the closest bar, leaping up onto “Help me out, the money is good, I promise!’’ If
a table, angrily ranting to get all eyes pressed further yet again, Corvyn will say “I’ve got
on him. The thugs stand by the door, the inside scoop on a solid heist, the info is all yours
as the gnome gives furtive glances to if you get me out of here!’’ If characters press even
a seated adventuring party nearby, further, enough time has elapsed that the Thugs (See
desperation in his gaze. below) flip over a table for cover, and begin firing
their crossbows at the characters, hoping to separate
them from Corvyn.
A
are patronizing the Elfsong Tavern All three of the Thugs pursuing Corvyn use the
when Corvyn leaps onto a table, “Thug’’ stat block, but here are some fun facts about
angrily ranting about the current each of them.
Grand Duke of Baldur’s Gate.
Corvyn’s rantings are focused » Karamira Urod (Half Orc, She/Her) She is the
on accusations that the current ringleader of this gang. Primarily a thrillseek-
Grand Duke, Ravengard, is inept er, she’s learned Corvyn has the inside track
and unqualified to lead. A successful DC 13 Wisdom on pulling a daring heist and she wants to get
(Insight) check reveals to the characters that the the information out of him because this caper
gnome is attempting to escape the attention of three sounds more exciting than their normal fare.
Thugs by the door. If the check is 15 or higher, a Karamira is a Thug with the following special
character realizes that the gnome is attempting to ability: Smoke Bomb! As a bonus action, Kamira
incite a bar fight with his words, perhaps hoping to throws down a small smoke bomb and vanishes,
use the brawl as a distraction to escape. reappearing at any unoccupied space within 30
feet that she can see.
Fun Facts About the Elfsong Tavern
» Oribis (Tiefling, She/Her) She is really just spoil-
The Elfsong Tavern features prominently in ing for a fight. Oribis is a Thug with the follow-
“Baldur’s Gate: Descent into Avernus’’, but here ing special ability: Reckless Brawler: Oribis may
are some fun facts that can help you quickly run an have advantage on all attack rolls. If she does so,
encounter in this location! characters attacking Oribis are granted advan-
A spirit haunts the tavern. Occasionally soft sing- tage as well.
ing can be heard, which normally silences the bar.
The song is an elvish shanty, lamenting a lost love. » Kef Shodo (Human, He/Him) He is in it for the
gold. Kef Shodo is a Thug with the following
Law enforcement is slim to non-existent, meaning special ability: Sneaky Boy As a bonus action,
there’s plenty of gambling and brawling to be had.
Kef may steal one item from a character in melee
range with a successful DC 12 Sleight of Hand
check.
PART ONE
2
Let’s Beat It
Allow characters
complete freedom in
how they deal with the
Thugs and get Corvyn
out of the Elfsong Tav-
ern, but some rough sug-
gestions and guidelines
are below for groups that
need some guidance.
Be open to any other ideas from the characters. As » Word got out that Corvyn is bitter against the
a general guideline, if characters are using a skill to museum and may be willing to use his knowl-
escape, either set the DC to 13 and let them have at it, edge of it to help facilitate a robbery. Although
or have them roll an opposed check against a Thug. he was perfectly willing and able to pass this in-
formation onto a scoundrel, this group of Thugs
seemed intent on beating the information out of
him, making Corvyn want to help
Exposition From Corvyn another group on principle.
Once they’ve escaped the Thugs and have the priva-
» Corvyn will pass along heist information to the
cy to talk, Corvyn reveals the following information
characters if they help him escape the Thugs. He
to the characters:
would prefer they not be killed, though, as that
could cause trouble later.
» Corvyn is an inventor who has spent his entire
life hoping to get an invention featured in the
Hall of Wonders, a building that acts both as a
PART ONE
3
how to get the secret passage there open. So, you
Adjusting the Adventure For cause a ruckus in the Hall, distract the guards, I’ll
Goody-Two Shoes pop open the passage real quick-like, and Bob’s Your
Uncle.’’
This is a heist adventure and the default assumption
is that the characters are scoundrels willing to pull a “Before we head over, though, how about a spot of
caper for items, cash, and glory. If the characters you prep work? Let's be professionals here…’’
are running the adventure for are heroic upstanding
citizens, this heist adventure can still work well and
can even serve as a fun change of pace.
Roleplaying Corvyn
Creating a situation where a Cleric or Paladin may
have to act against type can create unique role-play- Flaws: I resent any who don’t admit I’m the finest
inventor in Baldur’s Gate.
ing situations. They may even get a taste for it!
Ideals: Any fool can learn magic, but it takes REAL
For heroic parties, have the characters learn that an study to master technology.
item of utmost importance to stopping the forces of
evil is hidden in the vault. For example, if characters Bonds: I will have my invention displayed in the
are going to be participating in the “Descent Into Hall of Wonders for all to see.
Avernus’’ campaign, they can learn the vault has a Personality Traits: Eccentric, fast talking
variety of “Protection Against Fiend’’ scrolls, or an
especially kind DM may even place a Holy Avenger
sword in the vault. If you are keeping the campaign
centered on Baldur’s Gate, perhaps a safety deposit
box within the vault has some sort of incriminating
evidence characters can use to put away a crime lord.
Whatever the main threat of your campaign is,
take a moment to consider how an item
placed in the vault can help hinder
their plots.
Corvyn’s Plan
“The rumors of a grand vault
beneath the hall are true! I’ve
planned the heist a dozen
times in my mind, but you lot
seem the type who can actually pull it
off. Now, the problem is, at night the tunnels
leading to the vault are packed to the brim with
guards and clockwork monsters. You’d need an army
to raid the thing. But, in the daytime, it’s way more
low-key down there, because they figure guards will
just bust you in the Hall before you can figure out
PART ONE
4
Part Two: Prep Work
T
the real vault, they must make a DC 13 Charisma
his section of the adventure is
check to avoid any suspicious being raised. On a
broken into three smaller sec-
success, characters learn the real vault is hidden
tions. The first section, “Inside
away behind a secret wall. A brass key that un-
Man’’, gives the characters an
locks the wall will be given to them once they’ve
opportunity to gain employ-
worked there long enough to gain vault privileg-
ment at the Hall of Wonders,
es. This takes several years.
depending on the circumstances
of their character. The second section, “Petition the
Guild’’, gives the characters a chance to strike up a
bargain with a Guild Criminal for an item that may Fun Facts About the Guild
help them. The third section, “Quick Caper’’, is a
heist mini-game that allows characters to steal a map The Guild primarily makes their money through
protection rackets, gambling rings, and smuggling-
of their target. although they oversee almost all organized crime
in Baldurs Gate!
Before raiding the Hall of Wonders, Corvyn suggests
several prep work avenues that can make the heist Each city neighborhood falls under the control of a
go a bit easier. Kingpin, who then answers to a the Guild’s Leader-
Nine Fingers Keene (She/Her).
Run this segment of the adventure as a series of The Guild pays off local law enforcement, but has
quick, interconnected, montage-like scenes. recently faced disruptions from vigilantes and
heroes.
1 Inside Man
If any characters in the party are a Gnome, Corvyn
suggests they apply for work as a Guard of Gond.
2 Petition the Guild
This can give the characters an agent on the inside. Corvyn informs the characters that several months
Gnome characters can become a Guard of Gond with back, he worked with a few other inventors to cre-
a successful DC 12 Intelligence (Religion) check, ate a safecracking device. This device would allow
proving they know about Gond. This check is made characters to open the vault without needing to
with advantage if they research Gond beforehand. use Thieves' Tools to crack the lock or finding the
Characters may also become a guard with a success- combination. This device was built for the Guild, a
ful DC 12 Charisma (Deception) check. Up to two criminal enterprise in Baldur's Gate. Corvyn cannot
characters may be hired as Guards of Gond. rebuild the device on his own, but he may be able to
arrange a meeting with his Guild Representative to
Characters hired as a Guard of Gond are assigned to get the device loaned back.
walk the floor of the museum's main room, keeping
an eye on guests admiring the displayed inventions. Characters who agree to meet with a Guild Rep-
resentative are invited to a dinner meet-up with
Characters who become a Guard of Gond learn the Goblin Behnie, a tall and posh gentleman in his early
following information: thirties. Goblin Behnie seems pleasant enough, but
clearly has a short fuse and carries an undercurrent
» While in the main room of the museum, Guards of menace.
may hear alarms being triggered from the vaults
below. Characters are informed that attempted Goblin Behnie agrees to loan (and makes it VERY
heists are somewhat common, but that thieves clear that it is a loan!) the safecracking device to
normally end up trapped in the “False Vault’’. characters in exchange for an owed favor to be
repaid at a later date. Goblin Behnie will not speak
» If a character attempts to pry further about further on what the favor will be. He hasn’t decided
information on the false vault or the location of yet!
PART TWO
5
No rolls are required here, this is simply a roleplay- A Phase One: Casing the Joint
ing decision. Do characters want to be indebted to
In this phase of the heist, characters study the house
Goblin Behnie?
and Elwyn’s movements looking for an opportunity
and method of entrance. The party must get two
If they take the deal, The Safecracking Device is
successes in any of the skills outlined below:
dropped off at a location of the characters choosing,
and the favor is called in during a
» Dexterity (Stealth) - A successful Stealth check
future adventure. (See “Contin-
allows characters to observe the home and study
uing the Campaign’’)
the perimeter without being seen.
(For more informa-
» Intelligence (Investigation) - This check may be
tion about Goblin
made twice- one to study Elwyn’s schedule, to
Behnie and
know the best time to break in, another to ob-
the Guild,
serve the home to find the best way to enter.
check
out
» Wisdom (Perception) - A successful Perception
check allows characters to find another point of
entry into the home.
Corvyn is aware that a gnome trapmaker by the The party must get two successes in any of the skills
name of Elwyn Fenyore (Gnome Commoner) has outlined below:
been commissioned to design new traps for the
vault. As such, she is currently in possession of blue » Strength (Athletics) - A successful Athletics
prints to the vault. Stealing this map from her home check allows the party to force open a locked
could give the characters a much needed edge. door or window.
Stealing the map from Elwyn’s home is performed as » Dexterity (Acrobatics) - A successful Acrobatics
a skill challenge in three phases. check allows the party to scale the side of the
house, entering through an open window.
Each phase of the heist requires two successful skill
checks from the party. » Dexterity (Thieves' Tools) - A successful Thieves'
Tools check allows characters to pick the lock
All skills are set at a DC of 13. In lieu of using a skill, in the front door or on a window, entering with
a character may get an automatic success if they use ease.
a relevant spell that requires the use of a spell slot.
» Intelligence (Investigation) - A successful In-
Four failures total means the heist is unsuccessful. vestigation check allows characters to find the
Failures accumulate through each phase. hidden safe.
PART TWO
6
» Wisdom (Perception) - A successful
Perception check allows the charac-
ters to spot the hidden safe.
C Phase Three:
Here’s to Crime
In the third phase of the heist, char-
acters grab the map and escape!
» A successful Dexterity
(Thieves' Tools) check allows
characters to open the safe.
» A successful Dexterity
(Stealth) check allows char-
acters to leave the building
without being detected.
At the end of this part of the adventure the players have had a chance to obtain these items:
The Safecracking Device - Blueprint Map - Agent on the Inside
The number of Guards of Gond to be added to Part Three: 'Let's Make a Fuss' will be 0 - 5
depending on how well the PCs did on their skill checks.
PART TWO
7
Part Three: Let's Cause a Fuss
I
n this section of the adventure, Characters may place Corvyn’s device in a display
the characters come across case in exchange for creating one additional dis-
several elements that can be traction. If this bonus goal is accomplished, Corvyn
used to create a distraction in rewards the players with a Complimentary Toaster
the museum, allowing Corvyn (Appendix B) after the completion of the heist.
to open a tunnel into vaults
below. Rather than providing a Clockwork Steam Dragon
“correct’’ solution, the DM’s goal
here is to get out of the way and allow the players
to express their creativity and take control of the A massive clockwork Steam Dragon
narrative. There will be plenty of time to challenge perches on a display. Gears whirl and
the characters in the vaults below. In this segment of turn as the dragon appears to turn his
the adventure, allow them the opportunity to enjoy head, occasionally spitting out steam to
sewing chaos. the delight of the large group of chil-
dren watching, apparently a field trip of
Four (or more, up to nine, depending on the outcome some kind.
of “Quick Caper’’) Guards of Gond stand near the
altar, looking over the room. This number includes
any characters that have gained employment as Distraction Suggestions:
guards! Each distraction calls away one Guard from
the altar to investigate. » A successful DC 13 Dexterity (Tinker Tools)
check sabotages the Clockwork Dragon, making
Once every Guard of Gond has moved away from it stumble into the crowd and rampage. This
the altar, Corvyn will open the tunnel. will panic the children, sending them scattering
throughout the museum.
The Hall of Wonders is broken into several areas,
each with an element that can be used to create a » A DC 10 Wisdom (Insight) check can spot the
distraction. Suggestions are listed for players who children most willing to engage in whatever
need prompting, but remember these aren’t written mischief and pranks
in stone. This section of the adventure is about the characters can
character freedom. Allow your players to create come up
their own distractions for this part of the adventure. with.
PART THREE
8
Telescope
Distraction Suggestions:
On a
successful
DC 18 Dexterity (Sleight
of Hand) check, characters may simply
give her back the fake telescope, getting her into
trouble later. Double cross!
Clockwork Orchestra
A strange spherical device, with pro-
pellers coming out at seemingly every
A clockwork orchestra, made up of angle, hovers above a plaque reading
three humanoid looking clockwork “Gondsmon Leonardo's Helical Aerial
creatures, is gathered to one side. They Wonder’’
play soft music at recurring intervals.
PART THREE
9
Part Four: Larceny!
1 - Entrance Tunnel » A successful DC 13 Strength (Athletics) check
allows a character to wedge themselves along
the walls of the tunnel and shimmy between the
Descending the ladder into the area
sides without touching the ground.
beneath the Museum, you find yourself
at the mouth of a narrow, short tunnel,
clearly made to be comfortably sized » A Familiar could move across the tunnel with-
for a gnome. out setting off a plate, then flip the switch.
PART FOUR
10
PART FOUR
11
3 - Doors and Gear and gears into the plate have made an offering to
Gond. Until their next long rest, they receive advan-
tage on any checks using Tinker Tools, and on any
On the eastern wall, three closed brass intelligence or wisdom checks relating to learning
doors are in a row, with a large gear jut- about a mechanical device.
ting from the wall. On the opposite wall
is another gear & door combination. A character who steals from the plate, steals the stat-
ue, or defaces the statue receives a bane from Gond.
A character who has received Gond’s Bane takes
The three brass doors on the eastern wall can only be maximum damage from all Clockwork Creatures,
opened by turning the large gear on the wall north and has disadvantage on all Tinker Tools checks.
of them. However, opening these doors closes the
door between Areas 6 and 7. When characters leave
the room, make a note on if they left these three 5 -The Hall of Elders
doors opened or not. If the three doors in Area 3A are
left open, the door between Areas 6 and 7 is closed.
Eight statues of gnomes on pedestals
In one of these closets are storage crates containing line the walls. These statues face away
bits of clockwork gears and copper coils. The parts from the characters.
can be sold for 15 GP collectively, or a character
using these gears and coils may have advantage on
further attempts to sabotage clockwork creatures. Further examination of the statues find no way to
turn the pedestals, but characters peeking around
Three Clerical Robes of Gond are hung in a closet as can see that each pedestal has a number engraved on
well. A medium or large sized creature has advantage it. Starting from the bottommost area of the room
on deception checks within the vault or in the muse- (near Area 4) and leading towards the end (near Area
um above while wearing these robes, and at the DM’s 6), the numbers are: 53 11 23 37 41 3 5 83.
discretion, a gnome character wearing these robes
may automatically succeed on reasonable Deception These numbers provide a clue to the vault combina-
attempts. tion in Area 10.
PART FOUR
12
» If the Guards know the characters are in fact
thieves trying to rob them, they rush towards
the pressure trap in Area 1 and attempt to set it Dozens of red beams of light criss-cross
off, hopping up and down on it. The success of this room. A trained eye can see nar-
this depends on if characters deactivated the trap row gaps between them however, just
or found another way past it. If the alarm is set barely enough space for someone to fit
through. A steady hum comes from the
off, all but two remaining Guards upstairs will
brass box on the opposite side of the
rush down. One of the remaining Guards will
room, just past the lights.
rush to alert the Flaming Fist, who arrive in 20
minutes. The Flaming Fist are not allowed to en-
ter the vault, remaining by the altar to attempt
to apprehend any potential thieves as they leave. The room can be bypassed without triggering any
lasers on four consecutive successful DC 13 Dex-
» If the Guards are unable to set off the trap, they terity (Acrobatics) checks. These checks are made
attempt to knock out the characters. The Guards with advantage if the character is small sized, or if
are unwilling to fight to the death, fleeing if they the character first makes a successful DC 10 Intelli-
are lowered to half of their hit point maximum. gence (Investigate) check to map out the easiest path
through the laser wires.
» If the Guards are deceived and believe the char-
acters are fellow employees, they will engage in The laser wires deactivate if the brass box is de-
small talk and petty office gossip. Most of the stroyed or the crystal powering the box is removed.
gossip involves a workplace affair between two The Box has an AC of 12 and 20 HP. Because the
gnomes, Wilhok and Niholm. Intriguingly, a laser wires are only tripped by solid objects, magical
passing reference will be made involving Wil- ranged attacks can be safely performed against it.
hok and Niholm “Congregating near the false
vault.’’ Any attempt to get the Guards of Gond to Characters who reach the brass box may deactivate
elaborate on the false vault will evoke suspicion. the laser wires on a successful DC 10 Intelligence (In-
vestigation), or Dexterity (Thieves' Tools) check. On
a failure, the alarm is triggered and the clockwork
7 - The Laser Room creatures in Area 8 attack.
The lighting in this hallway is focused » A DC 15 Strength (Athletics) check opens the
on three gigantic glass domes, each con- door using brute force. This triggers an alarm.
taining an intricate clockwork beast.
Their eyes follow you as you pass.
The alarm is an Alarm Spell. Casting Dispel Magic
before the alarm is triggered nullifies this threat.
Three clockwork creatures are behind glass If the alarm is triggered, all remaining Guards of
display cases in this area, deactivated. If the Gond except for two rush downstairs to the vault
laser trip wires in Area 7 are triggered, these area, arriving in four minutes. One remaining lobby
creatures awaken and attack, focusing on Guard rushes to find the Flaming Fist to help, while
whomever triggered the laser. The first is the other carefully watches the altar, hoping to iden-
a clockwork Giant Boar, the second is a tify any characters who attempt to escape.
clockwork Giant Crab, and the third is a
clockwork Giant Frog.
PART FOUR
14
Characters may attempt to crack the safe with a skill 12 - Sneaky Sneaky
challenge. The character attempting to crack the
safe must make a series of DC 15 Dexterity (Thieves'
Tools) checks. After each check, mark if the check It seems like more treasures should be
was a success or failure. If a character gets five suc- in this room- but someone beat you to
cesses before three failures, the vault opens. If three it! The safety deposit boxes have been
failures occur, a mechanism within the vault causes cleared out, and a hole is seen in the
corner of the room. Someone tunnelled
it to go into “Lockdown mode’’. The vault cannot be
in here, but was unable to access the
opened for 24 hours and an alarm alerts the Guards main vault!
of Gond upstairs that a breach is being attended. In a
panic, all Guards respond.
Following this tunnel out can lead the characters
If characters have retrieved the “Clockwork Vault
into the sewer, and safety.
Cracker’’ device during prep work, the safe opens
without incident.
Characters are able to gather the following loot from This is a false vault. Any number guessed by the
this room: characters opens the vault, and an attempted check
to open the vault (Thieves' Tools, forcing the lock,
» A painting, “The Fall of Zariel’’, depicts an angel etc.) is treated as a success. When attempting to enter
leading a charge of Hellriders into Hell. This is a the vault, a successful DC 13 Intelligence (Insight)
museum quality piece, and can be sold to a muse- roll clues characters in that cracking the combina-
um or to the black market for 3,000 GP. tion lock seemed too easy.
» One box has what appears to be an empty bag. 14 - The Trap is Sprung, That’s a Yikes
This is in actuality a Bag of Holding, but the From Me
anti-magic field surrounding the vault has
temporarily rendered it useless. Once removed
from the antimagic field, the Bag is filled with Treasure! Safety deposit boxes line the
10,000 GP. wall, yours for the taking.
» A Star Sapphire. This translucent sapphire has False safety deposit boxes line the walls.
what appears to be a white star in it’s center.
This sapphire has a 2,000 GP value, or Corvyn » A successful DC 15 Intelligence (Investigation)
may craft this item into a Dagger of the Star (See check reveals the boxes are trapped. Gas will
Appendix B) be released if the boxes are opened. This can
be disarmed with a successful DC 15 Dexterity
» A Rogue Stone. This is a small, shifting color- (Thieves' Tools) check. Doing so allows charac-
ed rainbow gemstone. This gem has a value of ters to open safety deposit boxes, revealing that
5,000 GP, or Corvyn may craft it into Wondrous only trap mechanisms can be found inside.
Gloves (See Appendix B) Possessing it opens
up potential story hooks. (See “Continuing the » If a safety deposit box is opened without be-
Campaign’’) ing investigated, gas floods the room and the
Guards of Gond upstairs are alerted. All available
Characters who make a successful DC 15 Intelligence Guards will charge for the vault. Any character
(Investigation) check find a secret door leading into breathing in the gas must make a successful DC
Area 12. If a character retrieved the blueprint maps 15 Constitution saving throw or be rendered
in the “Prep the Heist’’ section of the adventure, this unconscious for one hour.
door is found without needing a roll.
PART FOUR
15
Continuing the Campaign
T
his heist can be used as a jumping
off point for an entire campaign!
Jail Break!
Characters who triggered the trap in the false vault may find themselves imprisoned, setting up a perfect op-
portunity for a good old fashioned prison break. Perhaps characters escaping from prison could become fugi-
tives for an “On the Run’’ campaign, or they may be able to get freedom in exchange for performing a series of
suicide missions for the Flaming Fist.
Rogue Stone
The Rogue Stone, found in the vault, can be an item that opens up several story possibilities. Possession of this
gem is undeniable proof that the characters were the one who pulled off this caper. Showing it to a thieves
guild can grant them membership and leads on future heists. This stone also serves as a portal key into the
headquarters of the “Twisted Rune’’ organization, a group of evil undead spellcasters. Members of the Twisted
Rune, or Paladins that hunt them, may seek out the characters, hoping to steal the Rogue Gem for themselves.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon am-
persand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Jimmy Meritt and Louie Skaradek and published
under the Community Content Agreement for Dungeon Masters Guild.
This adventure was inspired by material found in “Baldur’s Gate: Descent into Avernus’’ and “Baldur's Gate 2:
Shadows of Amn’’. I would like to thank WOTC and the DMs Guild Program for letting me have some fun on
their playground!
This supplement was assembled using InDesign, based on a template by Nathanael Roux from the DMsGuild.
The Artwork & Map were created in Illustrator. Dragon silhouette on cover designed by Freepik.
Stock Art Pieces / References from FreePik.com & Pexels.com
FAREWELL
19
Appendix A: Monster Stats
Thug Clockwork Dragon
Medium humanoid, any non-good alignment Large construct, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Skills Intimidation +2 Saving Throws DEX +2, CON +5, WIS +2, CHA +4
Senses Passive Perception 10 Skills Perception +4, Stealth +2
Languages Common Damage Immunities Fire
Challenge 1/2 (100 XP) Senses Blindsight 10 ft., Darkvision 60 ft.,
Passive Perception 14
Languages Draconic
Pack Tactics. The thug has advantage on an at- Challenge 4 (1,100 XP)
tack roll against a creature if at least one of the
thug's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5
Multiattack. The thug makes two melee attacks. ft., one target. Hit: 9 (1d10 + 4) piercing damage
plus 3 (1d6) steam (fire) damage.
Mace. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning Fire Breath (Recharge 5–6). The dragon exhales
damage. fire in a 15-foot cone. Each creature in that area
must make a DC 13 Dexterity saving throw, tak-
Heavy Crossbow. Ranged Weapon Attack: ing 24 (7d6) fire damage on a failed save, or half
+2 to hit, range 100/400 ft., one target. Hit: 5 as much damage on a successful one.
(1d10) piercing damage.
APPENDIX A
20
Appendix A: Monster Stats
Clockwork Boar Clockwork Crab
Large construct, neutral Large construct, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3) 13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing dam-
age.
APPENDIX A
21
Appendix A: Monster Stats
Clockwork Frog Guard of Gond
Large construct, neutral Small humanoid (gnome), neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) 13 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Amphibious. The frog can breathe air and water. Darkvision. Accustomed to life underground,
Gnomes have superior vision in dark and dim
Standing Leap. The frog's long jump is up to 20 conditions. Gnomes can see in dim light within
feet and its high jump is up to 10 feet, with or 60 feet of you as if it were bright light, and in
without a running start. darkness as if it were dim light. Gnomes can’t
discern color in darkness, only shades of gray.
APPENDIX A
22
Appendix B: Magic Items
Complimentary Toaster
Toaster, Rare
When two pieces of bread are placed within this toaster, the device heats them, giving them a crunchy
texture. If you serve a piece of toasted bread to a creature, you have advantage on charisma checks
made towards them for one hour.
In addition to this, offering a creature a complimentary toaster in exchange for a favor makes them
inclined to perform this task. Creatures offered a complimentary toaster must make a wisdom saving
throw of 13 or suffer the effects of the Charm Person spell for the time it takes to complete the task.
After the favor is done, if the creature is not given the complementary toaster, they become obsessed
with having it, and will go to great lengths to take it.
With one Star Sapphire in it’s hilt, you gain +1 to attack and damage rolls made with this magical weap-
on.
More Star Sapphires are hidden throughout Baldur's Gate. When a second Star Sapphire is added to
the hilt, the Dagger of the Star gains the following feature- once per day, after scoring a critical hit you
become invisible. This invisibility remains until another successful attack roll is made.
When a third Star Sapphire is added to the hilt, you now gain +2 to attack and damage rolls made with
this magical item, and your AC is increased by 1.
When a fourth Star Sapphire is added to the hilt, when you hit a creature with this weapon add an addi-
tional 1d8 lightning damage.
Wondrous Gloves
Wondrous Item, Uncommon (Requires Attunement by a Bard)
These gloves are quite fashionable! While attuned to these gloves, you gain a +1 to AC, and gain advan-
tage on Dexterity (Sleight of Hand) checks.
You may use a bonus action to speak these gloves command word, and regain an expended spell slot of
up to third level. Once you have used this feature, it may not be used again until next dawn.
APPENDIX B
23
Appendix C: Player Hand Outs
Corvyn Singing
Toaster
Safe Cracking Device
Secret Map (blueprint)
Telescope
Dragon Image
Map - No secret rooms
Map - Secret rooms revealed
Laser Room
Treasure Image
Toaster with Toast
Corvyns' Advertisement
APPENDIX C
24
CORVYN SINGING
25
TOASTER
26
SAFE CRACKING DEVICE
27
SECRET MAP
28
TELESCOPE
29
CLOCKWORK DRAGON
30
PLAYER MAP ONE
31
PLAYER MAP TWO
32
LASER ROOM
33
TREASURE IMAGE
34
TOASTER WITH TOAST
35