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If you are on mobile, Homebrewery may display images incorrectly. Try the Also SPOILERS for Baldur's Gate 1 and 2 If you want to help with writing and rewriting whatever atrocity I come up with, just contact meIf you are on, Homebrewery may display images incorrectly. Try the pdf version

Foreword In the year 1998 a small Canadian game developer studio called BioWare, founded by practicing physicians Ray Muzyka and Greg Zeschuk, has released a game that almost single-handedly revitalized the traditional RPG genre.

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Introduction In the sky above Baldur's Gate, a full moon peaks from between dark summer clouds. Its ghostly light shines, haunting and bright, upon the high flat roof of the Iron Throne’s guild headquarters. A bolt of lightning strikes nearby as a sputtering figure emerges. Exhausted and cowering, he pushes through the heavy door which serves as the roof’s access, and it swings shut behind him. He is a guardsman, clad in half-plate and a simple horned helm, but his weapon has been lost or discarded in the chaos below. Gasping for air in the humid night, he falls to his knees. Then, there is a sudden and tremendous crash - the door smashes into a shower of splinters as an enormous figure bursts through with uncanny power and speed. He is nearly seven feet tall, and the armor he wears is so large and laden with heavy spikes, that it is a wonder he is able to move at all. Golden eyes shine through the demonic visage adorning his great-helm, as the man chuckles menacingly. "No... you can't…" pleads the guard as he stumbles backward, too panicked and fatigued to regain proper footing. "I will be the last!" Proclaims the adversary, approaching with sinister calm. "And you will go first!" The young guardsman backs all the way to the heavy iron rails which line the roof’s edge. Stammering and desperate, he shouts "There are others! I can show you! Please! Please!" He is interrupted as a gauntleted fist collides with his temple, dazing him and sending his helmet flying with a crash. That armoured hand then seizes him by the throat, lifting him to almost eye level before smashing him through the rot iron as if it were no more substantial than kindling. His assailant holds him there for a moment, staring as the man dangles five stories above the city streets. With a squeeze, he snaps the young man's neck before letting him fall lifelessly to cobblestones below. In death, the young guardsman’s face is frozen in a terrified grimace, and the moon’s light slowly fades as it is obscured by clouds. The man's lifeblood appears almost black as it pools in the shadows. Running the adventure Baldur's Gate is the first chapter in the Bhaalspawn saga, presented here as a homebrew roleplaying game adventure, based on a fantasy role-playing video game of the same name. Is is designed for a party of two to six adventurers of levels 1-8. A balance of character classes is helpful, since the adventurers will face a variety of challenges. This book is meant for you, the Dungeon Master, alone. We recommend you read the entire adventure before attempting to run it. It assumes that you have the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual. The Monster Manual contains stat blocks for most of the monsters and nonplayer characters (NPCs) found in this adventure. Descriptions and stat blocks for new monsters and NPCs are provided in appendix A. When a creature's name appears in bold type, that's a visual cue pointing you to the creature's stat block in the Monster Manual. If the stat block is in appendix A, the adventure's text tells you so. Spells and nonmagical equipment mentioned in the adventure are described in the Player's Handbook. Magic items are described in the Dungeon Master's Guide, unless the adventure's text directs you to an item's description in appendix B. Text that appears in a box like this is meant to be read aloud or paraphrased for players when their characters first arrive at a location or under a specific circumstance, as described in the text. Indoor and nighttime descriptions are written with the assumption that the adventurers are using a torch or other light source to see by. Story overview One of the players plays as the young and orphaned ward of the mage Gorion. The two live in the ancient library fortress of Candlekeep. Abruptly, the Ward finds themselves ordered by Gorion to prepare to leave the citadel together during the night with no explanation. Escorted by a group of adventurers (the rest of the players), they leave Candlekeep. On the night of leaving Candlekeep, a mysterious armoured figure and his cohort ambushes the pair and orders Gorion to hand over the Ward. Gorion refuses, and dies in the ensuing battle, while ensuring that his Ward can escape. In the morning, the Ward and the party encounter Imoen, a childhood friend and an orphan like the Ward who lived in Candlekeep, who had followed them in secret. With no safe hiding place available, Candlekeep no longer accessible to them without Gorion's influence to circumvent its admission fee, and the city of Baldur's Gate currently closed off to outsiders due to bandit raids, the party resolve to investigate the cause of the region's Iron Crisis. Travelling to the mines of Nashkel, the main source of the region's iron, the Ward's party discovers that the mine's ore is being contaminated by a group of kobolds led by a half-orc Mulahey, and that they and the bandits plaguing the region are being controlled by an organization known as the Iron Throne, a merchant outfit operating out of Baldur's Gate. After sabotaging a mine operated by the Iron Throne in the Cloakwood that would presumably give them total control over the region's iron, the Ward's party head into the newly reopened Baldur's Gate. Venturing to the Throne's headquarters, the group learns that proof of the organization's involvement with the Iron Crisis was taken by one of the regional leaders when they and the rest of the leadership headed to Candlekeep for an important meeting. Revealing their findings to Duke Eltan, the leader of the Flaming Fist, the group receive a rare and valuable book, which would allow them access into Candlekeep, in order to spy on the meeting. During their investigations in the citadel's library, the Ward's party discover a prophecy written by the ancient seer Alaundo, foretelling how the offspring created during the Times of Trouble by the dead god Bhaal, the Lord of Murder, will sow chaos until only one remains to become the new Lord of Murder.

The Ward then finds a letter from Gorion revealing that the Ward is among the offspring of Bhaal, known as Bhaalspawn. During their stay at Candlekeep, the Ward's party is imprisoned for the murders of the Iron Throne leaders, regardless of whether they did so or not, until they can be transported to Baldur's Gate to be executed. Tethoril, a prominent keeper in Candlekeep, visits the party and reveals that a suspicious character the party met earlier, Koveras, is really the foster son of one of the now dead Iron Throne leaders. His name is Sarevok, the one responsible for Gorion's murder, and also wishes to kill the Ward. Believing the Ward to be innocent, Tethoril transports the party into the catacombs beneath the fortress, where the party battles their way through doppelgangers taking on the form of people the Ward knew in Candlekeep. Returning to Baldur's Gate, the Ward's party find themselves accused of causing the Iron Crisis on the orders of the Kingdom of Amn, assassinating one of the city's Grand Dukes, and poisoning Duke Eltan. Forced to stay hidden from the Flaming Fist, the party discovers that the Iron Throne orchestrated the Iron Crisis to gain control of iron through their mine in the Cloakwood, while using doppelgangers to weaken other merchant outfits, ensuring that they would have a monopoly on iron. With tensions rising between Baldur's Gate and Amn, the organization hoped to sell the stockpiled iron to the city at exorbitant prices. Afterward, they aimed to de-escalate tensions between Baldur's Gate and Amn. The party also discovers that Sarevok, having uncovered that he was a Bhaalspawn, hoped to fuel distrust between Baldur's Gate and Amn by making each think the other was responsible for creating the crisis, and cause them to go to war. Sarevok believed that the resulting carnage would be enough to allow him to become the new Lord of Murder. Due to the Ward's similar background, he hired assassins to kill them. Sarevok remained loyal to his father until the Iron Throne's meeting in Candlekeep threatened his plans, which led Sarevok to eliminate him and the other regional leaders of the Iron Throne before taking over the outfit and transferring their stores of iron to the city in order to be seen as a savior. He was also responsible for the poisoning of Duke Eltan and the assassination of one of the four Grand Dukes. The Ward's party gain entry to the Duchal Palace, where the coronation of Sarevok as a Grand Duke of Baldur's Gate would be held, and present evidence of his schemes. Exposed, Sarevok flees into an ancient underground ruin beneath Baldur's Gate, with the Ward and the party following after. The party confronts Sarevok within an ancient temple to Bhaal, and defeats him, saving the Sword Coast and ending their half-brother's schemes. Character levels The adventure is meant for characters of levels 1-8 and includes threats for those levels and beyond. Be prepared for the fact that a party can easily wander into an area or an encounter well beyond their power. Sometimes the adventurers will simply need to flee or hide when they are out of their depth. Welcome to the Sword Coast The following areas correspond to labels on the map of the Sword Coast on page XX. A. Candlekeep Prologue describes the fortress of Candlekeep, its buildings and NPCs while Chapter 7 describes its Great Library and catacombs. B. Lion's Way Chapter 1 describes Lion's Way while Prologue describes the place where Sarevok kills Gorion. C. Friendly Arm Inn Chapter 1 visits Friendly Arm Inn. D. Beregost E. Song of the Morning Temple F. High Hedge G. Fisherman Lake H. Nashkell I. Xvart Village J. Nashkell Mines K. Larswood L. Peldvale M. Bandit Camp N. Great Lodge O. The Great Tree P. Druid Grove R. Wyvern Hills S. Iron Throne Mines T. Lower Chionthar U. Wyrm's Crossing V. Upper Chionthar W. Baldur's Gate X. Ulgoth's Beard Y. Spider Wood Z. Mutamin's Garden Δ. Gullykin Θ. Firewine Bridge Λ. Durlag's Tower Ξ. Gibberling Mountains Π. Dryad Falls Σ. Gronn Stronghold

Φ. Archaeological Site Ψ. Lighthouse Ω. Shipwreck Coast

Prologue Upon a misty cliff, overlooking the Sea of Swords, lies the castle of Candlekeep. Its stone walls, high towers, and other fortifications were not erected to defend royalty or nobility. Its labyrinthine vaults and catacombs holds very little gold, gems, or coin. Instead, there in lies an immeasurable wealth of knowledge. It is the home of the great seer Alaundo who foresaw the coming of the Bhaalspawn, over a millennia before the crisis of the 14th century DR. Within the imposing gates, one will find a charming small town. There is a large but simple garrison, a charming inn, stables, and taverns. There are areas dedicated to the cultivation of livestock, temples, and many small shrines dedicated to gods of knowledge. The children of the folk and of the guardsmen play about the yards as the younger of the scribes and clerics read and work about the gardens in their pastel robes. All of this is situated around the Great Library, a grand stone edifice housing what is known to be the largest collection of tomes and scrolls in all of Faerûn. The path leading to the Candlekeep's entrance is called the Lion's Way, which extens from the Coast Way that runs along the Sword Coast. The keep's sigil is a castle emblazoned over a flame.

Candlekeep Fee To gain entry to Candlekeep a visitor has to present the seal of a renowned wizard, as well as an "entrance-gift" to the library, a tome of immense value, great rarity or significant historical importance to add to their collection. While the shrewd gatekeepers typically accepted books worth no less than 1,000 gp, books containing particularly insightful annotations or journals of important persons have been accepted before. Visitors into the keep are known as "seekers" and referred to as "goodsir" or "goodlady" by the library's monks, if their name was unknown. Visitors are allowed to stay within the keep for ten days, until they are asked to leave. They are asked to wait a full month before returning for another stay. Once the players leave Candlekeep they will not be able to come back until Chapter 7! The doors will not open whithout a book not even for Gorion's Ward.

The adventure begins You may read the following to your players: Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest and most comprehensive collection of writings on the face of Faerûn. It is an imposing fortress, kept in strict isolation from the intrigues that occasionally plague the rest of the Forgotten Realms. It is secluded, highly regimented, and it is home. Within these hallowed halls of knowledge, your story begins. You (Gorion's Ward) have spent most of your life within this keep's austere walls, under the tutelage of the sage Gorion. Acting as your father, he has raised you on a thousand tales of heroes and monsters, lovers and infidels, battles and tragedies. However, one story was always left untold: that of your true heritage. You have been told that you are an orphan, but your past is largely unknown. Lately, Gorion has been growing distant from you, as if some grave matter weighs heavily on his heart. You have asked about his concerns as gently as possible, but your queries have been in vain. Your sole comfort is the knowledge that he is a wise man, and you know he will tell you when the time is right. Nonetheless, his silence is troubling, and you cannot help but feel that something is terribly wrong... Today, Gorion has appeared more agitated than ever, and now he has uncharacteristically interrupted your chores in the middle of the day. Imparting hurried instructions for you to equip yourself for travel, he has handed you what gold he can spare, but given no clue as to why. Nevertheless, you now stand before the Candlekeep Shop, ready to purchase what you need for an unplanned and unexpected journey. The rest of the party were sent to Candlekeep by a wizard from a far away city of your choosing (like Neverwinter) to deliever a rare ancient book to the Library. The adventure starts with the party (exept for Gorion's Ward) entering the gates of Candlekeep. The keeper of the portal (N human guard) will ask for their permit (the seal of the wizard) and the book they were tasked to deliever. Two guards on the wall are ready to shoot their longbows on the Keeper's command. Since they came here with a permit and a book, the keeper will invite them to stay in Candlekeep for up to ten days. Give the adventurers and Gorion's Ward some freedom in exlporing Candlekeep while they can. It makes no difference if the adventurers meet Gorion's Ward before going to Gorion. At some point, a messenger (LG male human commoner) will approach the adventurers and tell them that an old sage named Gorion has an offer for them, but they must hurry. Gorion can be found coming out of the Library (see area A1 later in this chapter). Areas of Candlekeep The following areas correspond to labels on the map of Candlekeep below. A1. Great Library The great library of Candlekeep is considered to be the largest and most robust collection of scholarly writings, lore and knowledge in all of Faerûn. Conversely, its bookshelves also contain a seemingly endless amount of paltry and insignificant documents such as: recipes, inscribed song lyrics, journals of fairly unremarkable individuals and other such trivialities. It houses a dozen towers, known as "necessariums", that offer seekers ample place to study and read in peace. The cobblestone courtyard outside is decorated by a small grove and a terraced rock garden. In the south-west garden five men in colored robes known as The Chanters of Candlekeep (LN/LG male human commoners). The players can hear them singing quotes from Alaundo's prophecy. "When shadows descend upon the lands, our divine lords will walk alongside us as equals. So sayeth the great Alaundo. The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Alaundo."





























































Imoen

Before Gorion's Ward gets to Gorion, a girl named Imoen (see appendix A) will meet them in the courtyard. "I'm surprised that stuffy ol' Gorion let you away from your studies and chores. That ol' fiddle faddle, I snuck off too. Old Puffguts Winthrop was looking for me, but I've got all day to do his chores. What have ya been up to?" Imoen is the childhood friend of Gorion's Ward. They both grew up together in the library fortress of Candlekeep. She was brought in much like them, an orphan adopted by Gorion, but ten years later in life. Her past is also unknown. Neither one of them knows that Imoen is a bhaalspawn herself, just like Gorion's Ward. She is close to Gorion, but prefers the company of the innkeeper Winthrop, possibly due to her own carefree and not very serious nature.

She seems to have picked up thief skills when living in the citadel. She might mention that she was in the habit of pickpocketing the monks.

She seems the eternal child, and is quite content to play the part of little sister, even though she and Gorion's Ward are of the same age.

She will gladly travel with Gorion's Ward. When the players reach the Library entrance they will see Gorion (N mage) - a tall and thin man in a gray robe with a notably old face, highlighted by a friendly expression and pointed, gray beard with long, gray hair tied up in a ponytail.

If the players want to visit the Library, Gorion will tell them they have no time to waste. If they insist on going in, the interior of the Library is described in Chapter 7 (minus the guests and dialogues).















Gorion



































Gorion's Past In his younger years, Gorion had been an active adventurer and agent of the Harpers. Gorion raised his Ward as his own child, at Candlekeep, initially trying to educate them as a monk of Torm. He watched out for another child of Bhaal - Imoen - as well. Gorion kept their divine heritage a secret from them, as well as others, sharing the sensitive information with no one else, save for his old friend and advisor on the issue, the wise mage Elminster. Gorion told his Ward they were the child of a friend who passed in childbirth. Gorion's Ward was rescued from a group of deathstalkers by the Hands of Loyal Fury. The order of paladins knew of his lineage and wished him destroyed, but their leader, Sir Daesric the Pious, could not bring himself to allow the killing of an infant. He called upon his friend Gorion to raise the child as a monk of Torm and though reluctant, Gorion agreed. The child was taken to Gorion's home in the library fortress of Candlekeep, where they were raised as Gorion's own child, unaware of their heritage and nature as a mortal child of Bhaal. The Hands kept watch over the Ward to make sure they showed no signs of evil but when Bhaal was killed during the Time of Troubles, they gave up the effort. Other orphans were also raised there, including another Bhaalspawn called Imoen, who became the Ward's friend. If the party meets hims before Gorion's Ward he will ask them if they could help him get his ward to the Friendly Arm Inn safely to meet his friends - Khalid and Jaheira. When they get there safely, Gorion promises that Jaheira will pay them 300 gold (which is true). When meeting his Ward he will say "This is very unnerving, I know, but you must trust me. It is very important that you pack your possessions so that we may leave Candlekeep immediately. Hurry, for there is no time to tarry! The keep is well protected but not invulnerable." Gorion knows that Sarevok is coming to kill the Ward for being a bhaalspawn, but he will never tell him that. "The less you know the better, trust me". When the party is ready to leave Candlekeep he will talk to his ward once more. "Listen carefully. If we should ever become separated, it is imperative that you make your way to the Friendly Arm Inn. There, you will meet Khalid and Jaheira. They have long been my friends, and you can trust them." See "Leaving Candlekeep" later in this chapter. A2. Candlekeep Inn The tavern has two floors. The ground floor has a bar and a huge fireplace. Another fireplace is located in the entrance lounge, which also contains a few chairs, tables, and stools. The downstairs area also holds the owner's room. The upper floor has only a landing and seven rooms, all of which are for guests only. The innkeeper is Winthrop (N commoner) - a portly man in his 40s. He has a noticeable Northern accent. He tries to be funny but ends up being a bit pathetic. "My hotel's as clean as an elven arse." - his usual greeting to new customers. The tavern mainly sells wine, but also has a couple of other beverages such as Blood Wine, Firewine, Arabellan Dry, mead, and the sole ale, Bitter Black. Winthrop also also sells his own ale, known as Winthrop's Wicked. When the party arrive he might jokingly ask for a 1000 gp book entrance fee, as per Candlekeep custom. He will be disappointed if the players don't get the joke.

A3. Priests's Quarters 1 A4. Hay Hangar 1 A5. Temple of Oghma 1 A6. Storehouse 1 A7. The Gates 1 A8. Infirmary 1 A9. Candlekeep Shop 1 A10. Hull 1 A11. Bunkhouse 1 A12. Shrines Three small shrines lie against the outer wall - the shrines of Deneir, Gond, and Milil. Despite the presence of these shrines, there are few members of these religions within the walls of Candlekeep. When the night gets darker Gorion will say