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También SPOILERS para


Baldur's Gate 1 y 2

2
Contenido
Prólogo .............................................................................................. 4 Ch. 7: Return to Candlekeep ..................................................190
Introducción .....................................................................................5 Great Library .............................................................................192
Corriendo la aventura .................................................................. 5 Catacombs .................................................................................193
Bienvenido a la costa de la espada ............................................6 Caves ...........................................................................................196
Prólogo .............................................................................................. 8 Ch. 8: The Undercity ................................................................ 196
Barra lateral: tarifa de mantenimiento de velas ..................... 8 Thieves’ Maze ............................................................................198
áreas de vela ...................................................................................9 Undercity ....................................................................................198
Barra lateral: el pasado de Gorion ..........................................12 Temple of Bhaal .................................................................... 199
dejando vela ................................................................................. 13 Epilogue ..................................................................................201
Ch. 1: To the Friendly Arm Inn ................................................11 Ch. 9: The Sword Coast .......................................................... 201
Lion’s Way .................................................................................... 17 Spider Wood ..............................................................................202
Coast Way .....................................................................................17 Mutamin’s Garden ....................................................................207
Friendly Arm Inn ........................................................................ 21 Gullykin ...................................................................................... 207
Ch. 2: The City of Beregost .......................................................26 Firewine Bridge ........................................................................211
Approaching Beregost ...............................................................29 Durlag’s Tower ..........................................................................317
Areas of Beregost ....................................................................... 32 Gibberling Mountains ............................................................. 290
Song of the Morning Temple ....................................................35 Ulcaster Ruins .......................................................................... 300
High Hedge .................................................................................. 38 Dryad Falls ................................................................................ 300
Events and encounters ..............................................................40 Gnoll Stronghold ......................................................................301
Ch. 3: The Village of Nashkel ...................................................42 Xvart Village .............................................................................. 304
North Nashkel Road ...................................................................45 Bear River ..................................................................................312
Areas of Nashkel .........................................................................46 Archaeological Site ..................................................................313
Carnival .........................................................................................51 Lighthouse .................................................................................317
Nashkel Mines .............................................................................56 Fisherman Lake ....................................................................... 317
First level .................................................................................. 64 Shipwreck coast .......................................................................317
Second level ............................................................................. 70 Ulgoth’s Beard ...........................................................................317
Third level .................................................................................76 Isle of Ice ....................................................................................317
Fourth level ...............................................................................82 Werewolf Island ........................................................................317
Events and encounters ..............................................................89 App. A: Monsters and NPCs .....................................................312
Ch. 4: After the Bandits ............................................................. 94 App. B: Treasures ........................................................................312
Larswood ......................................................................................99 App. С: Handouts ........................................................................312
Peldvale ......................................................................................105
Bandit Camp ............................................................................. 112
Events and encounters ............................................................121
Ch. 5: Cloakwood .......................................................................121
Great Lodge ...............................................................................125
The Great Tree ..........................................................................125
Druid Grove ...............................................................................143
Wyvern Hills ..............................................................................143
Iron Throne Mines ...................................................................143
First level ................................................................................143
Second level ...........................................................................144
Third level .............................................................................. 146
Fourth level ............................................................................ 148
Ch. 6: Baldur’s Gate ..................................................................155
Lower Chionthar ...................................................................... 157
Wyrm’s Crossing .......................................................................157
Upper Chionthar ...................................................................... 159
Areas of Baldur’s Gate ............................................................163
East ..........................................................................................163
Southeast ............................................................................... 165
South .......................................................................................181
West .........................................................................................181
Central .................................................................................... 181
Northeast ................................................................................183
Undercellar .........................................................................185
North ....................................................................................... 186
Northwest ...............................................................................186
Sewers .................................................................................... 189
Events and encounters ........................................................ 189
CONTENTS
3
Foreword

I
n 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.

<... >

FOREWORD
4
Introduction

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

FOREWORD
5
The Ward then finds a letter from Gorion revealing that the The following areas correspond to labels on the map of the
Ward is among the offspring of Bhaal, known as Bhaalspawn. Sword Coast on page XX.
During their stay at Candlekeep, the Ward's party is
imprisoned for the murders of the Iron Throne leaders, A. Candlekeep
regardless of whether they did so or not, until they can be Prologue describes the fortress of Candlekeep, its buildings
transported to Baldur's Gate to be executed. and NPCs while Chapter 7 describes its Great Library and
Tethoril, a prominent keeper in Candlekeep, visits the party catacombs.
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 B. Lion's Way
Gorion's murder, and also wishes to kill the Ward. Believing Chapter 1 describes Lion's Way while Prologue describes the
the Ward to be innocent, Tethoril transports the party into the place where Sarevok kills Gorion.
catacombs beneath the fortress, where the party battles their
way through doppelgangers taking on the form of people the C. Friendly Arm Inn
Ward knew in Candlekeep.
Returning to Baldur's Gate, the Ward's party find Chapter 1 visits Friendly Arm Inn.
themselves accused of causing the Iron Crisis on the orders
of the Kingdom of Amn, assassinating one of the city's Grand D. Beregost
Dukes, and poisoning Duke Eltan. Forced to stay hidden from E. Song of the Morning Temple
the Flaming Fist, the party discovers that the Iron Throne
orchestrated the Iron Crisis to gain control of iron through F. High Hedge
their mine in the Cloakwood, while using doppelgangers to
weaken other merchant outfits, ensuring that they would G. Fisherman Lake
have a monopoly on iron. With tensions rising between H. Nashkell
Baldur's Gate and Amn, the organization hoped to sell the
stockpiled iron to the city at exorbitant prices. Afterward, they I. Xvart Village
aimed to de-escalate tensions between Baldur's Gate and
Amn. J. Nashkell Mines
The party also discovers that Sarevok, having uncovered K. Larswood
that he was a Bhaalspawn, hoped to fuel distrust between
Baldur's Gate and Amn by making each think the other was L. Peldvale
responsible for creating the crisis, and cause them to go to
war. Sarevok believed that the resulting carnage would be M. Bandit Camp
enough to allow him to become the new Lord of Murder. Due N. Great Lodge
to the Ward's similar background, he hired assassins to kill
them. Sarevok remained loyal to his father until the Iron O. The Great Tree
Throne's meeting in Candlekeep threatened his plans, which
led Sarevok to eliminate him and the other regional leaders P. Druid Grove
of the Iron Throne before taking over the outfit and R. Wyvern Hills
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 S. Iron Throne Mines
Eltan and the assassination of one of the four Grand Dukes.
The Ward's party gain entry to the Duchal Palace, where T. Lower Chionthar
the coronation of Sarevok as a Grand Duke of Baldur's Gate U. Wyrm's Crossing
would be held, and present evidence of his schemes. Exposed,
Sarevok flees into an ancient underground ruin beneath V. Upper Chionthar
Baldur's Gate, with the Ward and the party following after.
The party confronts Sarevok within an ancient temple to W. Baldur's Gate
Bhaal, and defeats him, saving the Sword Coast and ending X. Ulgoth's Beard
their half-brother's schemes.
Y. Spider Wood
Character levels
Z. Mutamin's Garden
The adventure is meant for characters of levels 1-8 and
includes threats for those levels and beyond. Δ. Gullykin
Be prepared for the fact that a party can easily wander into Θ. Firewine Bridge
an area or an encounter well beyond their power. Sometimes
the adventurers will simply need to flee or hide when they are Λ. Durlag's Tower
out of their depth.
Ξ. Gibberling Mountains
Welcome to the Sword Π. Dryad Falls
Coast Σ. Gronn Stronghold

FOREWORD
6
Φ. Archaeological Site
Ψ. Lighthouse
Ω. Shipwreck Coast

FOREWORD
7
Prologue

U
pon a misty cliff, overlooking the Sea of
Swords, lies the castle of Candlekeep. Its
stone walls, high towers, and other Candlekeep Fee
fortifications were not erected to defend To gain entry to Candlekeep a visitor has to present
royalty or nobility. Its labyrinthine vaults and the seal of a renowned wizard, as well as an
catacombs holds very little gold, gems, or "entrance-gift" to the library, a tome of immense
coin. Instead, there in lies an immeasurable value, great rarity or significant historical
wealth of knowledge. It is the home of the great seer Alaundo importance to add to their collection. While the
who foresaw the coming of the Bhaalspawn, over a millennia shrewd gatekeepers typically accepted books
worth no less than 1,000 gp, books containing
before the crisis of the 14th century DR. particularly insightful annotations or journals of
Within the imposing gates, one will find a charming small important persons have been accepted before.
town. There is a large but simple garrison, a charming inn, Visitors into the keep are known as "seekers" and
stables, and taverns. There are areas dedicated to the referred to as "goodsir" or "goodlady" by the
cultivation of livestock, temples, and many small shrines library's monks, if their name was unknown.
dedicated to gods of knowledge. The children of the folk and Visitors are allowed to stay within the keep for
of the guardsmen play about the yards as the younger of the ten days, until they are asked to leave. They are
scribes and clerics read and work about the gardens in their asked to wait a full month before returning for
pastel robes. another stay.
All of this is situated around the Great Library, a grand Once the players leave Candlekeep they will not
stone edifice housing what is known to be the largest be able to come back until Chapter 7! The doors
collection of tomes and scrolls in all of Faerûn. will not open whithout a book not even for
The path leading to the Candlekeep's entrance is called the Gorion's Ward.
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.

PROLOGUE
9
A1. Great Library
The adventure begins The great library of Candlekeep is considered to be the
You may read the following to your players: largest and most robust collection of scholarly writings, lore
and knowledge in all of Faerûn. Conversely, its bookshelves
Nestled atop the cliffs that rise from the Sword Coast, the also contain a seemingly endless amount of paltry and
citadel of Candlekeep houses the finest and most insignificant documents such as: recipes, inscribed song
comprehensive collection of writings on the face of Faerûn. It lyrics, journals of fairly unremarkable individuals and other
is an imposing fortress, kept in strict isolation from the such trivialities. It houses a dozen towers, known as
intrigues that occasionally plague the rest of the Forgotten
"necessariums", that offer seekers ample place to study and
read in peace.
Realms. It is secluded, highly regimented, and it is home.
The cobblestone courtyard outside is decorated by a small
Within these hallowed halls of knowledge, your story begins. grove and a terraced rock garden. In the south-west garden
You (Gorion's Ward) have spent most of your life within this five men in colored robes known as The Chanters of
keep's austere walls, under the tutelage of the sage Gorion. Candlekeep (LN/LG male human commoners).
Acting as your father, he has raised you on a thousand tales of The players can hear them singing quotes from Alaundo's
heroes and monsters, lovers and infidels, battles and tragedies. prophecy.
However, one story was always left untold: that of your true
"When shadows descend upon the lands, our divine lords will
heritage. You have been told that you are an orphan, but your
walk alongside us as equals. So sayeth the great Alaundo. The
past is largely unknown.
Lord of Murder shall perish, but in his doom he shall spawn a
Lately, Gorion has been growing distant from you, as if
score of mortal progeny. Chaos will be sewn from their
some grave matter weighs heavily on his heart. You have asked
passage. So sayeth the wise Alaundo."
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).
Imoen
Areas of Candlekeep
The following areas correspond to labels on the map of
Candlekeep below.

PROLOGUE
10
Before Gorion's Ward gets to Gorion, a girl named Imoen She is close to Gorion, but prefers the company of the
(see appendix A) will meet them in the courtyard. 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
"I'm surprised that stuffy ol' Gorion let you away from your citadel. She might mention that she was in the habit of
studies and chores. That ol' fiddle faddle, I snuck off too. Old pickpocketing the monks.
Puffguts Winthrop was looking for me, but I've got all day to She seems the eternal child, and is quite content to play
do his chores. What have ya been up to?" the part of little sister, even though she and Gorion's Ward
are of the same age.
Imoen is the childhood friend of Gorion's Ward. They both She will gladly travel with Gorion's Ward.
grew up together in the library fortress of Candlekeep. When the players reach the Library entrance they will see
She was brought in much like them, an orphan adopted by Gorion (N mage) - a tall and thin man in a gray robe with a
Gorion, but ten years later in life. Her past is also notably old face, highlighted by a friendly expression and
unknown. Neither one of them knows that Imoen is a pointed, gray beard with long, gray hair tied up in a ponytail.
bhaalspawn herself, just like Gorion's Ward.

PROLOGUE
11
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
If the players want to visit the Library, Gorion will Inn safely to meet his friends - Khalid and Jaheira. When they
tell them they have no time to waste. If they insist
on going in, the interior of the Library is described
get there safely, Gorion promises that Jaheira will pay them
in Chapter 7 (minus the guests and dialogues).
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".
Gorion 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
Gorion's Past guests only. The innkeeper is Winthrop (N commoner) - a
In his younger years, Gorion had been an active portly man in his 40s. He has a noticeable Northern accent.
adventurer and agent of the Harpers. Gorion raised He tries to be funny but ends up being a bit pathetic. "My
his Ward as his own child, at Candlekeep, initially hotel's as clean as an elven arse." - his usual greeting to new
trying to educate them as a monk of Torm. He customers.
watched out for another child of Bhaal - Imoen - as The tavern mainly sells wine, but also has a couple of other
well. Gorion kept their divine heritage a secret from beverages such as Blood Wine, Firewine, Arabellan Dry,
them, as well as others, sharing the sensitive mead, and the sole ale, Bitter Black. Winthrop also also sells
information with no one else, save for his old his own ale, known as Winthrop's Wicked. When the party
friend and advisor on the issue, the wise mage
Elminster. Gorion told his Ward they were the child
arrive he might jokingly ask for a 1000 gp book entrance fee,
of a friend who passed in childbirth. Gorion's Ward
as per Candlekeep custom. He will be disappointed if the
was rescued from a group of deathstalkers by the players don't get the joke.
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.

PROLOGUE
12
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

PROLOGUE
13
Leaving Candlekeep They will not stop running until dawn. In the morning the
party will meet Imoen, who followed them after all, having left
As the party leaves Candlekeep, they will not travel far. They Candlekeep out of boredom, but now having become witness
will get to area B (Lion's Way) by night, where they will be of what seemed to be a horrible dream. She saw everything
ambushed. and will tell them that the armored figure indeed killed
Gorion. If the party wishes to go back to that place and get his
"Let's hurry! The night can only get worse, so we must find body to Candlekeep, Imoen will remind them they will not be
shelter soon. Don't worry, I will explain everything as soon as allowed to return without a donation and without Gorion's
there is time." influence, their doors will remain closed. (If the party tries to
He takes a few steps forward until he suddenly stops and return to Candlekeep anyway, the watchers will not let them
listens worryingly.
in, however will take Gorion's body or send some people to
retrieve it). They can, however take Gorion's belongings from
"Wait! There is something wrong. We are in an ambush!"
his body:
The party gets surrounded by an Armored Figure (see A scroll containing a letter from Elminster (show the
appendix A), a war priest (a NE human woman named players "Gorion's Scroll" in appendix C). Imoen has
Tamoko), two ogres and two thugs. Add more enemies if you already read in back in Candlekeep
feel like this will not be enough to scare your players off. Your A dagger
goal is for them to flee the encounter. A ring of warmth.
"You're perceptive for an old man" says the armored figure.
"You know why I'm here. Hand over your ward and no one will
be hurt. If you resist, it shall be a waste of your life."
To which Gorion replies "You're a fool if you believe I would
trust your benevolence. Step aside and you and your lackeys
will be unhurt."
"I'm sorry that you feel that way, old man."

Gorion casts stoneskin on hismself and shouts something


like "Run! It’s him they are after! Get my Ward to safety! Go to
our rendezvous point! Now run!". The armored figure
(Sarevok Anchev) is only interested in killing the Ward,
though Gorion will keep Sarevok's full attention on himself.
Gorion will be able to hold the enemies off long enough for
the party to run away, but as they do that they be hearing
groans and sparks of magic until it stops with Gorion's last
moan.
PROLOGUE
14

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