TEXT: B A L D U R ’ S  G A T E
  the FALL of ELTUREL
  B A L D U R ’ S  G A T E
  the FALL of ELTUREL
  An Introductory Two-Hour Adventure
  for Baldur’s Gate: Descent into Avernus or
  Tyranny of Dragons for 1st-Level Characters
  by Anthony Joyce & Justice Arman
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
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  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 2019 by Anthony Joyce and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Baldur’s Gate: the Fall of Elturel
  2
  Credits
  Story Creators & Developers: Anthony Joyce (lead), 
  Justice Arman 
  Writers: Justice Arman, Anthony Joyce
  Editing: Noah Lloyd
  Graphic Design & Layout: Gordon McAlpin
  Cover Illustrator: Rudall30
  Interior Illustrators: A-papantoniou, 
  Antonio Maletin, Chantipa Yoopho, 
  SimpleB, Tithi Luadthong
  Cartography by: Miska Fredman, Derek Ruiz
  Cartography Stock Art © Derek Ruiz / 
  Elven Tower Cartography
  Playtesters: Chris “Axel Stonebreaker” Mysterio, 
  Tony “The Cruel Tornado” Kaijin, Luke “Bahhckk” 
  Rederus, Steve “Olos Han” Slagle 
  The following D&D books provided material 
  and inspiration:
  Baur, Wolfgang, Steve Winter, and Alexander 
  Winter. Hoard of the Dragon Queen. 2014.
  Crawford, Jeremy, Dan Dillon, Ben Petrisor, 
  and Kate Welch. Baldur’s Gate: Descent into 
  Avernus. 2019.
  Kenson, Steve, and others. Sword Coast 
  Adventurer’s Guide. 2015.
  Perkins, Christopher, Will Doyle, and Steven Winter. 
  Tomb of Annihilation. 2017.
  The following Dungeon Masters Guild Community 
  Content provided material and inspiration: 
  Black, M.T. Mordenkainen’s Tome of Marvelous 
  Magic. 2019.
  About the Authors
  Anthony Joyce is a Hispanic, ENnie-nominated 
  Dungeons & Dragons 5th Edition designer, 
  husband, father of three boys, and a U.S. Army 
  Strategist. His work includes The Heir of Orcus: 
  Verse I, II, III, & IV; Weekend at Strahd’s; The 
  Curse of Skull Island; The Little Astralnaut; 
  and The Dreams of Prince Papo.
  Justice Arman is an Iranian-American clinic 
  manager based in Central Texas. He's also a 
  husband, Dungeons & Dragons writer, and 
  Beadle & Grimm’s Viking. Though he is a late 
  bloomer to TTRPGs, Justice has been a Dungeon 
  Master since 2013. His work includes Devil’s 
  Advocate: A Guide to Infernal Contracts and 
  Step Right Up.
  An Introductory Two-Hour Adventure  for Baldur’s Gate: Descent into Avernus 
  or Tyranny of Dragons for 1st-Level Characters
  
  Baldur’s Gate: the Fall of Elturel
  3
  Adventure Primer
  T
  his adventure is designed for three-
  to-seven 1st-level characters and 
  is optimized for five characters. 
  Baldur’s Gate: The Fall of Elturel 
  serves as an alternate introductory 
  adventure for Baldur’s Gate: Descent into 
  Avernus or Tyranny of Dragons. 
  Background
  The Cult of the Dragon recently sacked and 
  razed the town of Greenest and has begun 
  transporting stolen goods along trade routes 
  to Baldur’s Gate and Waterdeep. They have 
  established a small presence in the woods 
  north of Elturel to conduct rituals to Tiamat and 
  prepare treasure for shipment to Baldur’s Gate.
  The Cult of the Dead Three from Baldur’s 
  Gate plans to steal the Cult of the Dragon’s 
  treasure in the Elturgard Woods. This is 
  not the first time that the Cult of the Dead 
  Three has used Tiamat’s treasure to fund its 
  operations in Baldur’s Gate. 
  The Order of the Gauntlet has learned of the 
  Cult of the Dragon’s presence in the Elturgard 
  Woods and is gathering the Flaming Fist and 
  the Hellriders in Elturel to discuss the Cult of 
  the Dragon. All the while, Zariel, the Archdevil 
  of Avernus, prepares to drag Elturel into hell to 
  use these souls as fodder in the Blood War.
  Overview
  Baldur’s Gate: The Fall of Elturel has 
  four chapters and takes approximately 
  two hours to play. 
  Chapter 1: Hope. The Order of the Gauntlet, 
  Flaming Fist, and Hellriders decide to pursue 
  the Cult of the Dragon in the Elturgard Woods.
  Chapter 2: Beautiful Day. The characters 
  travel to the Elturgard Woods and encounter 
  several citizens of Elturel along the way.
  Chapter 3: Confronting the Cult. The 
  characters explore a ritual site in the Elturgard 
  Woods and confront the Cult of the Dragon and 
  the Cult of the Dead Three.
  Chapter 4: The Fall of Elturel. As characters 
  return to Elturel, they witness the city’s descent 
  into hell. All hope seems lost.
  Adventure Hooks
  Characters begin working for one of the three 
  factions listed below. Each faction wants to 
  uncover what the Cult of the Dragon is doing in 
  the Elturgard Woods north of Elturel.
  Order of the Gauntlet. Ontharr Frume 
  suspects the Cult of the Dragon is transporting 
  treasure to Baldur’s Gate for onward movement 
  north. He’s summoned the characters to join 
  him for an important gathering at A Pair of 
  Black Antlers to discuss the Cult of the Dragon.
  Flaming Fist. The characters accompanied 
  Duke Ulder Ravengard on his reluctant 
  diplomatic mission to Elturel. Upon arriving in 
  the Kingdom of Two Suns, Duke Ravengard 
  invites the characters to attend an important 
  meeting regarding the Cult of the Dragon. Duke 
  Ravengard believes working with these other 
  factions gives him an edge in his diplomatic 
  negotiations with Elturel’s High Overseer, 
  Thavius Kreeg. 
  Hellriders. Gideon Lightward asks the 
  characters to attend a secret meeting regarding 
  the Cult of the Dragon. This is an opportunity to 
  prove themselves to the High Rider. 
  
  Baldur’s Gate: the Fall of Elturel
  4
  
  Baldur’s Gate: the Fall of Elturel
  5
  Estimated Duration: 20 minutes
  T
  he adventure begins in a private 
  meeting room of the tavern A Pair 
  of Black Antlers, located in the 
  holy city of Elturel. This tavern is 
  the unofficial headquarters of the 
  Order of the Gauntlet, a faction of holy warriors 
  sworn to fight against the forces of evil. Ontharr 
  Frume, a good-natured paladin of Torm and 
  leader of the local Order of the Gauntlet, is 
  holding a secret meeting with Grand Duke 
  Ulder Ravengard, leader of the Flaming Fist, 
  and Gideon Lightward, a priest of Lathander. 
  The three leaders are organizing against the 
  Cult of the Dragon. 
  The characters attend this meeting on behalf 
  of one of the following factions: the Order of the 
  Gauntlet, the Flaming Fist, or the Hellriders. 
  It Starts in a Tavern
  Ontharr Frume calls the room to order. 
  Read or paraphrase the following:
  Ontharr Frume, a paladin in the Order of 
  the Gauntlet, pounds his fist against the 
  table, calling the room to order. He begins 
  to speak: 
  “My friends, I am glad to see you gathered 
  here today to discuss the growing threat of 
  the Cult of the Dragon. We have received 
  troubling news that the cult has burned 
  down the town of Greenest to the south. 
  There are rumors now that the cult has 
  become bold enough to even conduct rituals 
  in the Elturgard Woods due north of here. 
  “Together, we can deal a swift blow to the 
  Cult of the Dragon by attacking their forces 
  while they scheme in our local woods. I say 
  we put aside our own squabbles and act. 
  What say you?”
  Duke Ulder Ravengard and Gideon Lightward 
  agree with Ontharr.
  Factions
  Use the following sections to give characters 
  their mission depending on which factions they 
  belong to.
  Order of the Gauntlet
  Ontharr Frume suspects the Cult of the 
  Dragon is transporting treasure to Baldur’s 
  Gate for onward movement north. He wants 
  the characters to find the cult in the Elturgard 
  Woods and capture a cultist to learn more 
  information. He also believes characters can 
  use cult garbs as a way to infiltrate the Cult 
  of the Dragon in Baldur’s Gate. 
  Chapter 1: hope
  Chapter 1: hope
  
  Baldur’s Gate: the Fall of Elturel
  6
  Flaming Fist
  Duke Ulder Ravengard reluctantly orders the 
  characters to go on this mission. He reminds 
  them that their mission to Elturel is a diplomatic 
  one to gain trust so that Elturel and Baldur’s 
  Gate might finally have a lasting peace with one 
  another. He asks that they cooperate with the 
  other factions and believes their success would 
  give him an edge in his diplomatic negotiations 
  with Elturel’s High Overseer, Thavius Kreeg. 
  Hellriders
  Gideon Lightward asks that Reya Mantlemorn 
  (LG female human veteran), a teenage Hellrider, 
  lead the raid against the Cult of the Dragon in 
  the Elturgard Woods and that any characters 
  belonging to the Hellriders accompany her. 
  Reya has been training as a Hellrider since she 
  was twelve years old. This is Reya’s and any 
  character’s opportunity to prove that they are 
  worthy of calling themselves Hellriders. 
  Onward!
  After each faction commits characters to this 
  mission, Ontharr Frume and Duke Ulder 
  Ravengard make a toast to the characters. 
  Gideon Lightward blesses each character 
  before they leave. Gideon’s blessing grants 
  each character advantage on saving throws 
  for the next 24 hours. Reya provides each 
  character with a riding horse and leads them 
  to the Elturgard Woods to confront the Cult 
  of the Dragon.
  Elturgard Woods
  Elturgard Woods
  Baldur’s Gate and Its Surrounding Regions
  
  Baldur’s Gate: the Fall of Elturel
  7
  Estimated Duration: 30 minutes
  T
  he bright magical light above Elturel, 
  known as the Companion, constantly 
  bathes the holy city and the region 
  of Elturgard in a radiant glow. 
  Birds chirp gently as the characters 
  follow Reya on horseback along a dirt road to 
  the Elturgard Woods north of Elturel. Along 
  their journey, the characters see many happy 
  travelers and religious pilgrims of Lathander 
  headed to Elturel.
  Character Investment in Elturel
  The purpose of the following two events is to 
  present a picturesque view of Elturel, its people, 
  and the surrounding area.
  Event: Elturel Wedding
  Just outside the city, the characters pass a 
  majestic weeping willow tree atop a small hill 
  with a serene view of Elturel. An elderly priest 
  of Lathander officiates the wedding of a young 
  couple (use commoner stat block). 
  The young couple approaches the characters 
  and asks them to witness their final wedding 
  vow. In Elturel it is customary to invite 
  strangers to witness a newly married couple’s 
  commitment to their union. If the characters 
  accept, the couple recites their final vow. 
  Read or paraphrase the following: 
  The two gently hold hands and look each 
  other lovingly in the eyes as they begin 
  to recite their final vow: “Before the 
  Morninglord Lathander and those here 
  today, I commit to you, now and always, 
  until we return to his endless light.” 
  The newly married couple thanks the 
  characters and gives them each a flower.
  Event: Saving Grace
  This event occurs anywhere along the road 
  to the Elturgard Woods. 
  A fifteen-year-old female human named 
  Grace Lyn (commoner) was collecting spare 
  coins from travelers along the road until a pack 
  of wolves chased her up a nearby tree. Grace 
  comes from an impoverished family in Elturel. 
  She is confident and bold; she collects money 
  so she can afford enrolling into an academy in 
  Elturel. Grace wears a thick rainbow-colored 
  scarf handmade by her older sister who passed 
  away five years ago. Characters with a passive 
  Wisdom (Perception) of 12 or higher hear 
  Grace yelling for help in the distance along with 
  sounds of growling animals. If no characters 
  hear the growling, Reya hears it and heads 
  towards it on her horse. Any character that 
  hears the growling and succeeds on a DC 12 
  Intelligence (Nature) check determines that 
  the growls are coming from wolves known to 
  roam the Elturgard region. Read or paraphrase 
  Chapter 2: a Beautiful Day
  Chapter 2: a Beautiful Day
  
  Baldur’s Gate: the Fall of Elturel
  8
  the following if the characters investigate the 
  screams and growls:
  “I’ll be making fur coats out of you yet!” yells 
  a fiery young girl sitting atop a tree branch 
  twelve feet off the ground. The young girl 
  is wearing a colorful rainbow scarf that 
  bristles in the wind as she throws rocks at 
  three white wolves hungrily growling at her 
  from the base of the tree. Nearby, a runty 
  black wolf circles the tree.
  When Grace spots the characters, she matter-of-
  factly requests their assistance. The longer the 
  wolves keep her up in the tree, the less money 
  she can collect for her academy fund!
  The three white wolves attack the characters 
  on sight. The runty black wolf is timid and only 
  attacks in self-defense. It flees if the characters 
  scare it off with a successful DC 12 Charisma 
  (Intimidation) check. If the characters offer 
  the black wolf food and succeed on a DC 14 
  Wisdom (Animal Handling) check, they are 
  able to domesticate it. At the Dungeon Master’s 
  discretion, the black wolf eventually grows to 
  become a dire wolf.
  Grace and 
  Lonkey the Donkey
  Once the wolves are defeated, Grace climbs 
  down from the tree and thanks the characters. 
  She immediately gives them a “pitch,” asking 
  for coin so that she might be able to afford 
  attending the academy in Elturel. After talking 
  with the characters, Grace whistles loudly, 
  calling forth her donkey (use the mule stat 
  block). Grace’s donkey is named Lonkey, or, as 
  she likes to refer to it, “Lonkey the Donkey.” 
  Lonkey the Donkey is missing its left eye and 
  right ear. Grace mounts Lonkey the Donkey 
  once it arrives, waves goodbye to the characters, 
  and heads back to Elturel. 
  If any characters give Grace 1 gp or more 
  in response to her pitch, she sheds a tear and 
  says that’s more than she’s earned all year. She 
  hands each character who gave her at least 1 gp 
  a single piece of thread from her scarf. Grace 
  tells the character that if they return this thread 
  to her after she becomes a famous scholar, she 
  will give them one free lesson of their choice.
  Treasure
  Characters can domesticate the black wolf, 
  gaining it as a companion. Also, characters gain 
  a single piece of thread from Grace’s rainbow 
  scarf if they give her 1 gp or more. 
  Onward!
  After the above events occur, the characters 
  finally arrive at the edge of the Elturgard 
  Woods. Reya dismounts from her horse as 
  she quietly heads towards the woods.
  
  Baldur’s Gate: the Fall of Elturel
  9
  Estimated Duration: 60 minutes
  T
  he Elturgard Woods encompass 
  several square miles of terrain north 
  of Elturel. The canopy of these 
  woods is dense, and the entirety 
  of the woods is dimly lit from the 
  Companion above Elturgard. 
  Characters that succeed on a DC 13 
  Intelligence (History) check recall a tale of yore 
  about an evil druid conclave that used these 
  woods to conduct gruesome rituals of human 
  sacrifice. A successful DC 12 Intelligence 
  (Nature) check reveals that the forest is suitable 
  terrain for owls, giant owls, and owlbears. 
  Tracking the Cult
  Reya and the characters arrive at a small 
  natural path that leads deeper into the woods. 
  It’s obvious this path was recently traveled; 
  several branches are broken, and the grass 
  leading into the woods is disturbed as if 
  someone walked over it. Reya asks if any of 
  the characters are proficient trackers. She 
  recognizes that stealth and tracking prey are 
  her weak suits but hopes to catch the Cult of 
  the Dragon off guard, hence her reliance on the 
  characters. Tracking the cultists in the woods 
  reveals the following information:
  • A successful DC 10 Wisdom (Survival) check 
  reveals five distinct humanoid footprints on 
  the path. The footprints are several hours old 
  and head deeper into the woods.
  • A successful DC 13 Wisdom (Survival) check 
  reveals all previous information. Additionally, 
  characters notice a small hidden creek nearby. 
  If the characters travel up the creek, they gain 
  advantage on Dexterity (Stealth) checks due 
  to the noise from the rushing water.
  • A successful DC 15 Wisdom (Survival) check 
  reveals all previous information. Additionally, 
  characters spot three sets of humanoid 
  footprints along the sides of the hidden creek. 
  These footprints appear to be fresh, made 
  within the last two hours. 
  There are three ways characters can travel 
  to the ritual site.
  Natural Path. It takes the characters 
  20 minutes to travel by foot along this path to 
  the ritual site. This path ends at area R1 in 
  the ritual site.
  Hidden Creek. It takes the characters 
  15 minutes to travel by foot along the creek to 
  the ritual site. Characters have advantage on 
  Dexterity (Stealth) checks while on this path. 
  The creek brings characters to area R3 of 
  the ritual site.
  Wandering in the Woods. If characters 
  wander through the woods, they arrive at a 
  random location within the ritual site chosen 
  by the Dungeon Master. Characters have 
  disadvantage on Dexterity (Stealth) checks if 
  they are wearing heavy or medium armor as 
  they walk through the thick woods. There is a 
  20 percent chance that characters attract the 
  attention of an owlbear if they wander through 
  the woods. 
  Chapter 3: Confronting the Cult
  Chapter 3: Confronting the Cult
  
  Baldur’s Gate: the Fall of Elturel
  10
  The Ritual Site
  The Cult of the Dragon discovered this 
  abandoned druid conclave and began using it 
  as a site to conduct draconic rituals to Tiamat, 
  Queen of Dragons. They also use this area as 
  a hideout to store and prepare valuables for 
  transport to Baldur’s Gate. 
  Four dragonclaws and one dragonwing were 
  preparing a shipment of goods for transport 
  to Baldur’s Gate when they were unexpectedly 
  attacked by cultists of the Dead Three. Now that 
  Duke Ravengard has left Baldur’s Gate along 
  with a sizeable number of the Flaming Fist, the 
  Cult of the Dead Three is preparing to take 
  over the city. These murderous cultists have 
  R1
  R2
  R3
  R4
  Map 1.1: The Ritual Site
  
  Baldur’s Gate: the Fall of Elturel
  11
  been stealing from the Cult of the Dragon in 
  preparation for this endeavor.
  The cultists of the Dead Three gruesomely 
  massacred the four dragonclaws and tied up the 
  remaining dragonwing on the altar of the ritual 
  site in area R4. The characters arrive just as the 
  cultists of the Dead Three are getting ready to 
  sacrifice the dragonwing to the Dead Three. 
  Tips for Running these Encounters
  The purpose of the following encounters is 
  to introduce the characters to the Cult of the 
  Dead Three. The Cult of the Dead Three plays 
  a prominent role in Baldur’s Gate: Descent 
  into Avernus. 
  Reward the players for clever planning, such 
  as using the environment to maintain stealth. 
  Combat in each area should occur as its own 
  encounter, however, if characters draw the 
  attention of all the cultists of the Dead Three, 
  they also draw the attention of a nearby owlbear. 
  The owlbear attacks the cultists of the Dead 
  Three first, since the cultists smell of death and 
  are covered with the blood of the recently killed 
  dragonclaws.
  Ritual Site Locations
  The following area descriptions correspond 
  to map 1.1, “The Ritual Site.”
  R1. Entrance to the Site
  A dragonclaw stands motionless in the center 
  of the path. A successful DC 15 Wisdom 
  (Perception) check reveals the dragonclaw has 
  been impaled by a spear. The tip of the spear 
  juts out from the dead dragonclaw’s mouth, and 
  the cultist’s clothing covers the spear’s shaft.
  Treasure. The dragonclaw wears a silver 
  ring with the insignia of Tiamat on their right 
  hand. The ring is worth 15 gp. 
  R2. Preparation Site
  The Cult of the Dragon uses this small alcove 
  in the woods to store cult treasure heading to 
  Baldur’s Gate and beyond. A human necromite 
  of Myrkul is standing over a slain dragonclaw 
  near a druidic altar that is surrounded by 
  three dilapidated and worn stone figures. A 
  skeleton is guarding the necromite of Myrkul 
  as the necromite ritualistically grinds the 
  dragonclaw’s skull into dust. The necromite is 
  slowly adding the ground dust to a wax skull 
  in their hand. 
  Necromite of Myrkul
  Medium humanoid (human), neutral evil
  —
  Armor Class 11
  Hit Points 13 (2d8 +4)
  Speed 30 ft.
  —
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 13 (+1) 15 (+2) 16 (+3) 11 (+0) 10 (+0)
  —
  Skills Arcana +5, Religion +5
  Senses passive Perception 10
  Languages Abyssal, Common, Infernal
  Challenge ½ (100 XP)
  —
  Actions
  Skull Flail. Melee Weapon Attack: +2 to 
  hit, reach 5 ft., one target. Hit: 4 (1d8) 
  bludgeoning damage.
  Claws of the Grave. Ranged Spell Attack: +5 to 
  hit, range 90 ft., one target. Hit: 8 (2d4 + 3) 
  necrotic damage.
  
  Baldur’s Gate: the Fall of Elturel
  12
  A successful DC 13 Intelligence (Arcana) or 
  Intelligence (Religion) check reveals that the 
  necromite of Myrkul is attempting to bind the 
  spirit of the slain dragonclaw to the wax skull.
  A pathway through the forest leads to area 
  R3 to the east. 
  Treasure. The Cult of the Dragon was 
  preparing five miniature painted statues, 
  depicting a red, black, white, green, and blue 
  dragon, for shipment to Baldur’s Gate. Each 
  statue weighs 5 lb. and is worth 25 gp.
  The necromite of Myrkul carries a 
  bone of animation (see appendix 1).
  R3. Druidic Circle
  A shallow creek runs through this ancient 
  druidic circle. If characters traveled to the ritual 
  site via the hidden creek, it brings them to this 
  area. A pathway through the forest leads to area 
  R2 to the west and R4 to the north. The creek 
  also continues north to area R4.
  A female human fist of Bane is screaming 
  praises to Bane, the god of tyranny, as she holds 
  a dragonclaw underwater in the creek. The 
  dragonclaw has already died from drowning. 
  A second dragonclaw lies lifeless against a 
  stone pillar, their ribs caved in by a powerful 
  blow from the fist of Bane’s mace.
  The fist of Bane has disadvantage on Wisdom 
  (Perception) checks to notice characters as she 
  remains occupied holding the dragonclaw’s 
  corpse under the water.
  Treasure. The fist of Bane is wearing chain 
  mail and carries a shield. Both are marked with 
  the symbol of Bane. 
  R4. Ritual Altar
  A large stone altar sits atop a small hill 
  surrounded by 3-foot-deep water. The water 
  is difficult terrain for creatures of small and 
  medium size. There are two night blades 
  in area R4, one interrogating a paralyzed 
  dragonwing and the other hiding in the woods 
  acting as a scout.
  Fist of Bane
  Medium humanoid (human), lawful evil
  —
  Armor Class 18 (Chain Mail, Shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  —
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 11 (+0) 13 (+1) 10 (+0) 12 (+1) 11 (+0)
  —
  Condition Immunities frightened
  Senses passive Perception 11
  Languages Common
  Challenge ½ (100 XP)
  —
  Tactical Discipline. The fist of Bane has 
  advantage on all ability checks and saving 
  throws made during combat.
  Actions
  Mace. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  bludgeoning damage.
  Longbow. Ranged Weapon Attack: +2 to hit, 
  range 150/600 ft., one target. Hit: 4 (1d8) 
  piercing damage.
  
  Baldur’s Gate: the Fall of Elturel
  13
  Night Blade
  Medium humanoid (human), chaotic evil
  —
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  —
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 15 (+2) 12 (+1) 10 (+0) 11 (+0) 14 (+2)
  —
  Skills Intimidation +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  —
  Aura of Murder. As long as the night blade is not 
  incapacitated, hostile creatures within 5 feet of it 
  gain vulnerability to piercing damage unless they 
  have resistance or immunity to such damage.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to 
  hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Placed on top of the altar is a paralyzed male 
  human dragonwing with 1 hit point. A male 
  human night blade of Bhaal is interrogating 
  the dragonwing, asking for information on the 
  Cult of the Dragon’s treasure hordes throughout 
  the region. The night blade paralyzed the 
  dragonwing by stabbing him in the spinal cord 
  with a dagger. The dragonwing is begging 
  for his life and shouting for help, causing the 
  night blade to have disadvantage on Wisdom 
  (Perception) checks to detect characters or 
  distant cries for help from the other cultists 
  of the Dead Three.
  A female human night blade is hiding in 
  the woods poised to attack anyone who enters 
  area R4. She was left to keep an eye out for 
  intruders as the male night blade interrogates 
  the dragonwing.
  If the night blades notice three or more 
  characters, they slit the dragonwing’s throat, 
  killing him. The night blades fight to the death 
  if they are unable to escape.
  If the characters save the dragonwing, he 
  pleads for his life. He reveals that Rezmir, a 
  high-ranking Wyrmspeaker in the Cult of the 
  Dragon, is in Baldur’s Gate planning to raid a 
  public bathhouse. He describes the bathhouse 
  as having a walled garden and frolicking 
  nymphs carved into its front gate. After he 
  reveals this information, he asks to be released 
  and pledges to start a new life in Phandalin. 
  Characters as Bhaalspawn
  Bhaal, the god of murder, conceived many 
  offspring in hopes that they would resurrect 
  him after his demise in the Time of Troubles. 
  When one Bhaalspawn is slain, the surviving 
  Bhaalspawn collect more of Bhaal’s divine 
  power. If one of the characters is a Bhaalspawn, 
  consider using the rose of Bhaal to reveal this 
  fact (see appendix 1 for more information on the 
  rose of Bhaal). The Dungeon Master determines 
  if a character is a Bhaalspawn and whether this 
  bestows beneficial or detrimental properties on 
  a character. 
  Treasure. The dragonwing has a letter from 
  Rezmir rolled up in his cloak (see appendix 2). 
  The dragonwing gives this letter to the 
  characters if they promise to free him. 
  Each night blade carries a potion of healing 
  and a rose of Bhaal (see appendix 1). 
  
  Baldur’s Gate: the Fall of Elturel
  14
  Estimated Duration: 10 minutes
  R
  eya leads the characters back 
  towards Elturel to report their 
  findings to Ontharr Frume, Grand 
  Duke Ulder Ravengard, and Gideon 
  Lightward. When the characters are 
  ten miles away from Elturel, read or paraphrase 
  the following:
  The cries of horrified citizens and children 
  fill the air as the material plane splits 
  open, revealing the fiery depths of hell. 
  The Companion and Elturel are ripped into 
  this hellish void, as massive flaming chains 
  latch onto the city and drag it into Avernus. 
  The inferno is blinding and accompanied by 
  a deafening blast that stifles the pleading 
  screams of those trapped in Elturel. A 
  scorched rainbow scarf flutters helplessly 
  in the wind as darkness falls upon the land. 
  In an instant, Elturel is no more, Elturel 
  has fallen.
  And thus your adventure begins.
  Character Advancement
  Upon successfully completing this adventure, 
  each character gains a level. 
  What Happens Next?
  Baldur’s Gate: The Fall of Elturel ends 
  here for you to begin either Baldur’s Gate: 
  Descent into Avernus or Tyranny of Dragons. 
  This introductory adventure provides the 
  characters with two potential methods for 
  traveling back to Baldur’s Gate. 
  Escorting Refugees. The characters join 
  Reya as she leads refugees from Elturel to 
  Baldur’s Gate. 
  Traveling Alone. The characters can travel 
  ahead of Reya and warn the Flaming Fist in 
  Baldur’s Gate of Elturel’s fall.
  Arresting Hellriders 
  Upon arriving at Baldur’s Gate, members of the 
  Flaming Fist mistreat the refugees and attempt 
  to arrest any Hellriders on sight for fear that they 
  might stir up trouble in the city. This sets up an 
  opportunity for characters who are Hellriders or 
  who dislike the mistreatment of refugees to kill 
  a Flaming Fist soldier in self defense. DMs are 
  encouraged to use this to create a dark secret 
  shared by the entire party (see “Baldur’s 
  Gate Gazetteer” in Baldur’s Gate: Descent 
  into Avernus for more information on dark 
  secrets). 
  Chapter 4: the fall of elturel
  Chapter 4: the fall of elturel
  
  Baldur’s Gate: the Fall of Elturel
  15
  The following sections provide suggestions on 
  how to begin each respective campaign when 
  you conclude this adventure.
  Baldur’s Gate: 
  Descent into Avernus
  Baldur’s Gate: The Fall of Elturel gives 
  characters story hooks that lead them to the 
  bathhouse. There is no need for characters 
  to visit the Elfsong Tavern after playing this 
  adventure. You can use “The Basilisk Gate” 
  section upon the characters’ arrival and then 
  go straight to the “Dungeon of the Dead Three” 
  in chapter 1, “A Tale of Two Cities,” of Baldur’s 
  Gate: Descent into Avernus. 
  What Happens to Reya?
  In chapter 1, “A Tale of Two Cities,” of Baldur’s 
  Gate: Descent into Avernus, Reya Mantlemorn 
  leads refugees from Elturel to Baldur’s Gate 
  and meets the characters as they leave the 
  Low Lantern. If Reya remains with the 
  characters upon arriving at Baldur’s Gate and 
  accompanies them to the “Dungeon of the Dead 
  Three,” the Hellrider heavily skews combat 
  in favor of the characters. Modify combat 
  encounters as needed to address the addition 
  of Reya to the party.
  Tyranny of Dragons
  Baldur’s Gate: The Fall of Elturel gives 
  characters story hooks that lead them to the city 
  of Baldur’s Gate in chapter 4, “On the Road,” 
  of Tyranny of Dragons. While chapter 4 is 
  balanced for 4th-level characters, you can 
  easily add encounters along the way to Baldur’s 
  Gate or in Baldur’s Gate to level characters 
  up. The Tyranny of Dragons campaign runs 
  as normal from this point forward, with some 
  minor modifications while the characters are 
  in Baldur’s Gate. Here are some suggestions 
  to bring characters to 4th level.
  Dungeon of the Dead Three. Characters 
  go to the bathhouse in Baldur’s Gate and find 
  Tiamat’s stolen treasure within. This brings 
  them in contact with the Cult of the Dragon.
  Working for the Cult of the Dragon. The 
  Cult of the Dragon is looking to hire caravan 
  guards due to the recent attacks on them by 
  the Cult of the Dead Three.
  
  Baldur’s Gate: the Fall of Elturel
  16
  Bone of Animation
  Wondrous item, uncommon (requires attunement)
  This item appears to be a regular human upper 
  arm bone. While holding the bone you can use 
  an action to speak the command word and turn 
  the bone into a skeleton. The skeleton reverts 
  to bone form after 1 hour or when it drops to 
  0 hit points. 
  The skeleton is friendly to you and your 
  companions for the duration. Roll initiative for 
  the skeleton, which has its own turns. It obeys 
  any verbal commands that you issue to it (no 
  action required by you). If you don’t issue any 
  commands to the skeleton, it defends itself from 
  hostile creatures but otherwise takes no actions.
  Once the bone is used, it can’t be used again 
  until the next dawn.
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink 
  this potion. 
  Rose of Bhaal
  Wondrous item, uncommon
  This rose is infused with divination magic, 
  emitting a reddish-orange glow whenever 
  Bhaalspawn are within 10 feet of it.
  appenDix a: MagiC iteMs
  appenDix a: MagiC iteMs
  Rose of Bhaal
  Potion of Healing
  
  Baldur’s Gate: the Fall of Elturel
  17
  appenDix B: letter froM rezMir
  appenDix B: letter froM rezMir
  Head to the bathhouse in Baldur’s Gate 
  and retrieve our Queen’s stolen treasure. 
  The bathhouse is located in the northern 
  portion of the Lower City. It has a 
  walled garden  frolicking nymphs 
  carved into its front gates.
  If Duke Vanthampur thinks she 
  can use our Queen’s treasure to buy the 
  loyalty of the Cult of the Dead Three 
  she is sorely mistaken.
  I’ll be looking for you in Baldur’s Gate 
  when I arrive. Bring the treasure to me 
  then or Ultiss will come for you.
  – Wyrmspeaker Rezmir
  
  Baldur’s Gate: the Fall of Elturel
  18
  D
  uring character creation, players can 
  select the following backgrounds 
  for their characters with the 
  Dungeon Master’s approval. These 
  backgrounds are appropriate for any 
  character in either Baldur’s Gate: Descent into 
  Avernus or Tyranny of Dragons, due to their 
  strong associations with the cities of Baldur’s 
  Gate and Elturel.
  Hellrider
  You are one of the Hellriders, an elite company 
  of mounted warriors that protects Elturgard, 
  the Kingdom of Two Suns. The Hellriders get 
  their name from the brave cavalry that rode 
  into the Nine Hells alongside the angel Zariel 
  long ago. 
  Today, these honorable riders fiercely defend 
  Elturel atop mighty destriers and dutifully give 
  ten percent of all earnings to the city’s coffers. 
  Hellriders are easily recognizable due to their 
  crimson and white armor and banners bearing 
  the crest of Elturgard: the sun and the smaller, 
  blazing Companion.
  Skill Proficiencies: Animal Handling, 
  Persuasion
  Languages: One of your choice
  Tool Proficiencies: Your choice of gaming set 
  or musical instrument
  Equipment: One set of traveler’s clothes, 
  a signet, a banner or seal with the crest of 
  Elturgard, and a pouch containing 9 gp
  Feature: Respected Rider
  As a Hellrider, you are well-respected within 
  Elturgard, and your heraldry is recognized 
  throughout Faerûn. While in the Kingdom 
  of Two Suns—encompassing Elturel, Triel, 
  Scornubel, Soubar, and Berdusk—you can 
  commandeer fresh mounts for you and your 
  party. Typically, this occurs at outposts such 
  as Windstream Lodge, but Hellriders and 
  their companions are held in high regard and 
  can resupply in any Elturgard settlement. 
  Use the warhorse statistics for your mount 
  and the riding horse statistics for those of 
  your comrades. 
  Hellriders traditionally operate within 
  Elturgard, but on occasion the High Watcher 
  or High Rider has sent Hellriders to other lands. 
  Outside of the Elturgard, you can purchase non-
  exotic mounts from merchants sympathetic to 
  the Hellriders at half price.
  Advancement
  Once they have completed their training, 
  a warrior is inducted into the Hellriders 
  through a special ceremony held by the 
  High Rider and an elected priest of Helm 
  known as the High Observer. Once initiated, 
  a Hellrider can continue to prove themselves 
  by advancing in rank. 
  appenDix C: CharaCter BaCkgrounDs
  appenDix C: CharaCter BaCkgrounDs
  
  Baldur’s Gate: the Fall of Elturel
  19
   Hellrider Ranks   
  Rank
  Name
  Role
  1
  Hoof
  Knight
  2
  Quarter
  Standard Bearer
  3
  Stallion
  Under-Marshal
  4
  Destrier
  Marshal
  5
  High Rider
  Commander
  Suggested Characteristics
  A Hellrider’s rigorous training produces 
  an equestrian knight with a reputation for 
  discipline, vigilance, and fury. Though each 
  rider may seem identical when galloping across 
  the hills of Elturgard, these high expectations 
  can have profound effects on an individual 
  Hellrider’s outlook.
  d8
  Personality Trait
  1
  I tell other Hellriders’ stories as if they 
  were my own.
  2
  My armor must remain spotless so that it 
  may reflect the light of the Companion.
  3
  My horse goes wherever I do.
  4
  Only death frees a Hellrider from their 
  post. Some say I welcome it.
  5
  I was a hellion growing up. I often take 
  the time to educate (or chastise) children 
  I meet in my adventures.
  6
  When I’m on the job, I never crack a smile.
  7
  I reserve eye contact for those I respect.
  8
  I haven’t cut my hair since I joined 
  the Hellriders.
  d6
  Ideal
  1
  Kindness. The light of the Companion 
  burns bright within my soul. (Good)
  2
  Justice. By upholding the law, we defend 
  the rights of all. (Lawful)
  3
  Fury. I am relentless in the pursuit and 
  destruction of my enemies. (Evil)
  4
  Freedom. Everyone should be free 
  to pursue their livelihood. (Chaotic)
  5
  Loyalty. When I make an ally, 
  it’s for life. (Any)
  6
  Nation. My city, kingdom, and its 
  people are all that matter. (Any)
  d6
  Bond
  1
  So long as the Companion burns over 
  Elturel, there is still hope for Faerûn.
  2
  My name and deeds will be immortalized 
  in the songs of the Hellriders.
  3
  I idolize the High Rider and dutifully follow 
  their commands.
  4
  I have a mighty steed that I prize above 
  all others. 
  5
  I’m not the first Hellrider in my family, 
  and I won’t be the last.
  6
  I have sworn the strict oaths of the Creed 
  Resolute. I vow to uphold the laws of 
  Elturgard, protect its citizens, and serve 
  the greater good.
  d6
  Flaw
  1
  I am always honest with those of higher 
  authority.
  2
  When I’m off duty, I am somewhat 
  inattentive. 
  3
  Though I have sworn to vanquish evil, 
  I secretly fear it.
  4
  I trained for years to be a Hellrider. 
  I have little patience for those who are 
  privileged by birth.
  5
  I am suspicious of those who extend 
  offers to me.
  6
  I was never supposed to be a Hellrider. 
  I worry that one day I’ll be discovered 
  as a fraud.
  
  Baldur’s Gate: the Fall of Elturel
  20
  Order of the Gauntlet
  You are a member of the Order of the Gauntlet, 
  an organization devoted to crushing evil when 
  it rears its ugly head. The order is composed 
  of righteous warriors—paladins and clerics 
  of Tyr, Helm, Torm, and Hoar—united by faith, 
  ideals, and a powerful camaraderie. Unlike the 
  Harpers, the Order of the Gauntlet conducts 
  its operations in the open and refuses to strike 
  preemptively.
  Skill Proficiencies: Insight, Religion
  Languages: Two of your choice
  Equipment: A heraldic pendant, a scroll 
  containing the tenets of the order, and a pouch 
  containing 15 gp
  Feature: Constant Vigilance
  The Order of the Gauntlet must be poised 
  to retaliate should evil misbehave. To stay 
  prepared, the organization works openly 
  with local groups to identify and monitor evil 
  threats such as cults, crime syndicates, or 
  inherently evil creatures. When you enter a 
  new settlement, you can request an audience 
  on behalf of the order with faction agents, 
  law enforcement, or clergy sympathetic to 
  your cause.
  Advancement
  Every member of the Order of the Gauntlet 
  begins as a Chevall. As they complete missions 
  and additional training, members of the order 
  may serve as mentors or take on influential 
  leadership positions within the faction.
  Order of the Gauntlet Ranks
  Rank
  Name
  Role
  1
  Chevall
  Initiate
  2
  Marcheon
  Agent
  3
  Whitehawk
  Stalwart
  4
  Vindicator
  Mentor
  5
  Righteous Hand
  Exemplar
  Suggested Characteristics
  The Order of the Gauntlet is typically composed 
  of good-natured individuals united under tenets 
  of honor, duty, and justice. These virtues and 
  the tight-knit bond between members mold 
  these holy warriors for their never-ending battle 
  against the forces of evil.
  d8
  Personality Trait
  1
  I clutch my pendant for strength when 
  threatened with fear or temptation.
  2
  I see omens in every event and action. 
  The gods are speaking to us, we just need 
  to listen.
  3
  I don’t like to go into situations 
  unprepared.
  4
  I impart my earnings and possessions 
  to those in need during my travels.
  5
  I never throw the first punch, but I always 
  throw the last.
  6
  I am always honest in my intentions. 
  Only evil works in the shadows.
  7
  There’s never a bad time to teach someone 
  a lesson through a religious fable.
  8
  I’m a reformed criminal. Sometimes I slip 
  into old habits.
  d6
  Ideal
  1
  Integrity. To stand against evil, I must be 
  righteous. (Good)
  2
  Mercy. Repentance begets forgiveness. 
  Forgiveness begets righteousness. (Good)
  3
  Retribution. When evil strikes, I administer 
  a swift and just penalty. (Lawful)
  4
  Honor. Punishing an evil act is just. 
  Punishing an evil thought is not. (Lawful)
  5
  Bravery. I face my fears head-on. (Any)
  6
  Faith. The greatest weapon against 
  adversity is devotion to my god. (Any)
  
  Baldur’s Gate: the Fall of Elturel
  21
  d6
  Bond
  1
  My town was razed by a vicious cult. 
  I won’t rest until they pay for their crimes.
  2
  An evil prophecy has begun, and I will 
  do everything in my power to stop it.
  3
  I protect those who cannot protect 
  themselves.
  4
  My mentor’s approval means 
  everything to me.
  5
  I never leave a comrade behind.
  6
  The Order of the Gauntlet saved me when 
  I was a child. I owe them my life.
  d6
  Flaw
  1
  I am always willing to grant someone 
  a second chance.
  2
  I never strike a creature when it’s down.
  3
  The burdens of others are mine to bear.
  4
  My ancestors committed horrible atrocities. 
  My name carries their shame.
  5
  I am trusting of clerics and other overtly 
  religious figures.
  6
  I’m still grieving the loss of one of my 
  comrades. Reminders of their death shake 
  me to my core.
  Flaming Fist
  You have joined the Flaming Fist, a powerful 
  mercenary company headquartered in Baldur’s 
  Gate, where it serves as the city’s primary 
  law enforcement and military. Lower-ranking 
  fists patrol the Lower City or are assigned to 
  missions elsewhere, while senior officers may 
  act as commanders in battle or intimidating 
  bodyguards for high-profile negotiations. 
  If you’ve relinquished your ties to the Flaming 
  Fist, you can reenlist at any time. However, so 
  long as you collect wages, you must serve the 
  Flaming Fist dutifully or be held accountable 
  to the Grand Dukes of Baldur’s Gate.
  Skill Proficiencies: Athletics, Intimidation
  Tool Proficiencies: One type of gaming set, 
  vehicles (land)
  Equipment: A Flaming Fist uniform, an 
  insignia of your rank, a gaming set of your 
  choice, and a pouch containing the remainder 
  of your last wages (10 gp)
  Feature: Tighten the Grip
  As a member of the Flaming Fist, you can enact 
  justice on behalf of the organization or the city 
  of Baldur’s Gate. If you compel a creature to 
  surrender or knock it unconcious (see chapter 9, 
  “Combat,” of the Player’s Handbook) you may 
  choose to place it under arrest. Additionally, you 
  may confiscate any of an arrested creature’s 
  possessions or contraband on behalf of the 
  Flaming Fist. At your DM’s discretion, your 
  commanding officer may allow you to keep a 
  portion of these items as payment.
  Advancement
  The Flaming Fist maintains a military hierarchy 
  with six ranks, not including the Grand Dukes 
  of Baldur’s Gate. As your character furthers 
  the goals of the Flaming Fist, they may gain 
  renown (see chapter 1, “A World of Your Own,” 
  of the Dungeon Master’s Guide for more 
  information on renown)  and advance in rank. 
  Flaming Fist Ranks   
  Rank
  Name
  Role
  1
  Fist
  Private
  2
  Gauntlet
  Corporal
  3
  Manip
  Sergeant
  4
  Flame
  Lieutenant
  5
  Blaze
  Major
  6
  Marshal
  General
  Suggested Characteristics
  As a mercenary company, the Flaming Fist 
  enlists a multitude of individuals throughout 
  Faerûn. While the majority of Flaming 
  Fist agents are based in Baldur’s Gate, the 
  organization—and by extension, the city—has 
  extensive reach, with active forces as far 
  south as Chult. As an agent of the Flaming 
  Fist, your identity may have been shaped by 
  other members, the area in which you operate, 
  or a particularly treacherous mission.
  
  Baldur’s Gate: the Fall of Elturel
  22
  d8
  Personality Trait
  1
  I like to make an example of those 
  who step out of line.
  2
  As long as I’m compensated fairly, 
  I’ll carry out any task without question.
  3
  I love a good flogging. 
  4
  I use my ties to the Flaming Fist to 
  influence others and get what I want.
  5
  I have a hot temper and a short fuse. 
  I’m working on it.
  6
  Actions speak louder than words.
  7
  I go out of my way to prove I’m not like the 
  other members of the Flaming Fist.
  8
  The fists are underpaid, and I’m trying to 
  start a union.
  d6
  Ideal
  1
  Redemption. Everyone deserves a second 
  chance. (Good)
  2
  Order. Respect the badge, or you’ll respect 
  the club. (Lawful)
  3
  Punishment. Violence is the solution to 
  preventing recidivism and copycats. (Evil)
  4
  Greed. My services are for sale to the 
  highest bidder. When there’s treasure 
  involved, that bidder is me. (Chaotic)
  5
  People. I’m committed to the people of 
  Baldur’s Gate, not the Grand Dukes who 
  pay my wages. (Neutral) 
  6
  Aspiration. Only by climbing the ladder can 
  I bring about lasting change. (Any)
  d6
  Bond
  1
  I joined the Flaming Fist to find a criminal 
  who wronged me long ago. Every mission 
  is a potential new lead.
  2
  I signed a contract stamped by the Council 
  of Four to accomplish a special task. 
  They own me until my deed is done.
  3
  I have a friend or family member within the 
  organization. I joined to make sure they 
  don’t get in over their head.
  4
  I have a different vision for the Flaming 
  Fist. Rising in rank is the only way I’ll ever 
  make a difference.
  5
  I’ve seen my share of problems in 
  Baldur’s Gate. It’s my job to make 
  the city a better place.
  6
  My reputation is spotless, and I intend 
  to keep it that way.
  d6
  Flaw
  1
  I always have to have the last word.
  2
  I sometimes get carried away when 
  administering punishment to those who 
  violate the law.
  3
  I got where I am by backstabbing someone 
  else. I’m paranoid that I’ll meet the 
  same fate.
  4
  On occasion, I’ll turn a blind eye 
  in exchange for a bribe.
  5
  I go easy on those I deem weak.
  6
  I judge anyone with a criminal record.
  
  R1
  R2
  R3
  R4
  Map 1.1: The Ritual Site
  
  Map 1.1: The Ritual Site
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Baldur's Gate - The Fall of Elturel.pdf