The Bounty on Norlin Eltan Baldur's Gate

The Bounty on Norlin Eltan Baldur's Gate

The Bounty on Norlin Eltan The PC’s will be hired by a third party to arrest Norlin Eltan. They will begins their adventure in Baldur's Gate, having just arrived there. If they are from Baldur's Gate then they may know that Norlin, as a Patriar, is part of the nobility of the city. Norlin has made a grievous error, after he dueled a ranking member of the Xanathar in the Dock Ward of Waterdeep, killing the man. The Guild put a price on his head so that they can torture him and imprison him or his actions, with little interest in being paid off (as Norlin's family could afford). In any case, the Xanathar would have to be paid off in Skullport, and their price would not be cheap. The following are adventure hook that work well with this adventure: Word has reached you of a bounty on a member of the nobility of Baldur's Gate: one Norlin Eltan. The bounty is 2,000gp, as it seems Norlin Eltan killed a man in the Dock Ward of Waterdeep. Norlin Eltan is to be captured alive, brought to Waterdeep, then taken down to Skullport to be delivered into the hands of a man named Filse. He's wanted alive, although the bounty states they'll take his corpse as well, but for half the price. Baldur's Gate When the adventure begins the player characters are given some basic information about Baldur's Gate as follows: Baldur's Gate, sometimes referred to as the Gray Harbor City, is a growing metropolis located up the River Chionthar, a few miles east from where the river meets the Trackless Sea. The city sits on the northern banks of the Chionthar, surrounded by walls, as well as an inner wall that divides it into two sections: the older Upper City and the sprawling Lower City. The Upper City is protected by the Watch, while the Lower City is under the protection of a large mercenary company known as the Flaming Fist. Outside the walls of the city are loose structures that line the road to the east, where a sturdy bridge crosses the river (Wyrm's Rock), as well as on the northwestern side of the city, outside the Basilisk Gate. The city is currently ruled by a Council of Four Dukes, led by a Grand Duke. It contains a sizable temple of Gond, known as the High House of Wonders, a small riverside temple of Umberlee, known as the Waterqueen's House, as well as a temple to Tymora, the Lady's Hall. The city also has Shrines to Helm (The Watchful Shield), Ilmatar (The Shrine of the Suffering), Oghma (The Unrolling Scroll) and Lathander (The Rose Portal). The Wide, a large market ground, is located within the upper city, just inside Baldur's Gate, which the city was named after. There a statue is currently being constructed in honor of one of the most well known heroes of the city (Minsc and Boo, the Beloved Ranger Statue). The city is known for its production of magical smokepowder, its alchemists, as well as a number of fine inns and taverns. SampleThe city, particularly the Lower City, is crowded. Fog tends to cloakfile the city in the morning, as well as in the evening many days. There are no trees growing in the Lower City, only moss on the older stone buildings and ivy. The Upper City holds all the cities temples and shrines, save for the Shrine to Ilmatar, as well as the Helm and Cloak Inn, and the Splurging Sturgeon Tavern. The Lower City holds many of the cities inns and taverns, such as: The Blade and Stars, The Blushing Mermaid, The Elfsong Tavern, Jopalin's Inn, The Low Lantern, and the Smiling Boar. Due to how crowded the Lower City is it takes about twenty minutes to navigate from one gate to another, or one major locale to another. Each gate has a toll of 2sp per person, and 1sp per animal. Most of the city's residents are human, although a sizable numbers of halflings and gnomes live here as well. The players must gather information concerning where they can find Norlin Eltan at the beginning of the adventurer. With a DC 15 Investigate check (with Charisma) they will learn that he's not only a member of the prominent Eltan family, a nephew of a late Grand Duke, but he's a frequent visitor of the Helm and Cloak in the Upper City, as many of the Patriar's often do. The players could head to the Upper City and try to gain admittance to Eltan Manor, which is guarded by veteran members of the Watch. They are not likely to gain access to anyone of importance, and Norlin Eltan won't be there if they come calling (he's been gone for almost a tenday on what his family sees as “A foolhardy romp with sellswords”). If the players head to the Helm and Cloak read the following: The Helm and Cloak is made up of two buildings, the smaller is an old house fronting Windspell Street at the crossroads facing the Ducal Palace. The larger structure is an old rooming house that faces the High House of Wonders. A tattered cloak hangs displayed over the old rooming house's raised porch, whereas a gigantic helm – once worn by a titan (some say) hangs over the Windspell doors. Wines, fine foods and high class company are to be found here. The ceilings are particularly notable for their depictions of rather eyebrow raising, romantic scenes of carnal pleasures. The place is both an inn and a feasthall, where people come to chat and mingle, as well as eat and drink. If the players ask around for Norlin Eltan they can make a Persuasion check at DC 15 to learn the following: You talk to a few guests about Norlin Eltan. “Norlin?” a plump young woman ask, “that boy is trouble. Always getting into this and that. You know I heard he bet a bard that he could steal a fiddle from a frost giant... he did. Don't know where he found the frost giant down these parts.” “I know that name,” a gruff dwarf says, “Norlin Eltan, spoiled kin to the late and great Grand Duke Eltan – and he owes me forty gold dragons too!” “Norlin's left the city,” a young man, dressed well and rather handsome at that (numerous girls in the feasthall seem to eye him often), “he met with some mercenaries from Amn and took up the wanderers life... not for the gold mind you, but for the adventure of it... something about exploring lost bridges and castles or whatever. Norlin's never had an abundance of brains, mind you, but he does have friends in high places. I think last time I saw him he was bragging about how he was going to going to Samplewin over some damsel in Beregost... or was it a dandy... I can't recall. fileWell, if he's in trouble I'm sure his family will just buy him out of it, of course.” That should point the players in the right direction. Beregost is several days to the south, so they will have to travel to get there, unless they have the ability to teleport. Traveling The players will have to some traveling in this adventure, which will take them from Baldur's Gate to Beregost (and then into the Wood of Sharp Teeth), and then back again. They will get to stop at the Friendly Arm Inn on the way, then in Beregost, a small town where they can learn more about where Norlin Eltan has gone off to, and possibly to the halfling village of Gullykin. The journey takes two and a half days to reach the Friendly Arm if the players make good time, then three and a half to Beregost. Each day and each evening the players are traveling outdoors they run the risk of a random encounter. For the sake of this adventure I have rolled all the random encounters ahead of time. If the players decide to get off track then then roll on a d20 for every day, and twice for every night, with a roll of 18-20 indicating a random encounter. Then roll a second d20. The lower the number the less hostile and easier the threat (1s and 2s being other travelers, or maybe a lone orc), while 10 would be a moderate threat (a wandering giant, a flock of wyverns, a roc, etc), and a 20 would be a dangerous threat (a hostile dragon, a host of trolls, or a horde of over a hundred orcs). The DM could also use the random encounter tables in the DMG as well. This set up assumes the players will be riding on horseback, but if they ride via faster means (such as with brooms of flying) then they'll arrive faster. The first two days the players will have no encounters as they ride toward the Friendly Arm. They will camp under the stars the first evening, then it is assumed they will get rooms at the Friendly Arm when they get there. If they want to camp outside instead then the DM should roll for random encounters twice for the evening. The first evening after leaving The Friendly Arm the players camp will be spotted at a distance by a large pack of hell hounds that have escaped from Avernus (the First Level of the Nine Hells), and have been roaming the area for food.

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