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Bubbles, Bones, and Bathhouse Battles

2023
18/11

The party dives deeper into the underelly of Baldur's Gate as they storm the Cult of the Dead Three's Headquarters.


Under the relentless gaze of the rising Sydenstar sun, the party traversed the worn cobblestone streets, entering the infamous city of Baldur's Gate through its outer gates. The air hung heavy with the mingling scents of saltwater and urban decay, a sensory cocktail that somehow encapsulated the city's gritty charm. As the group set foot in this sprawling metropolis, a city that bore witness to countless tales of adventure and treachery, they were greeted with a paradoxical blend of grandeur and squalor.
Serena, seemingly burdened by another matter, pledged to join the party later at the notorious Low Lantern at dusk later that day. Meanwhile, Remses received an unexpected baptism in the form of a bucket of foul liquid – an unsolicited welcome that, against all odds, seemed to improve their malodorous impression.

The streets teemed with life, both mundane and fantastical. Turtle-like humanoids, reminiscent of the saurials that occasionally graced Baldur's Gate, leisurely puffed on pipes as they passed by, their reptilian eyes betraying an otherworldly aloofness. A shop adorned with the skeletal head of a strange pre-historic looking predator loomed overhead, a testament to the city's penchant for macabre aesthetics. An unfamiliar simian-like humanoid raced down the street with a wheelbarrow overflowing with bananas, a spectacle that seamlessly blended with the eclectic tapestry of the city's inhabitants.

Further down the chaotic avenue, a young boy eagerly shouted the latest news stories to any who would listen, reminiscent of the Town Crier who often heralded important tidings in the city. However, the revelry took a dark turn when the crates beside the news-bearer suddenly animated, hungry for more than just headlines. The party, ever vigilant, intervened swiftly, smashing two of the malevolent boxes to pieces. Yet, a strange black ichor, a dark entity with a life of its own, managed to elude capture, slipping away into the labyrinthine sewer system that crisscrossed beneath the city's surface.

Having struck a deal with the enigmatic Tiefling, Scalm, our intrepid party found themselves within the eerie confines of the shop adorned with the skeletal head of a Tyrannosaurus. In this dimly lit emporium, the air was thick with the scent of ancient relics and arcane oddities. Scalm, a charismatic merchant with devilish charm, engaged the party in conversation, brokering deals for the monstrous trophies they had collected on their journey. The promise of legendary stock loomed enticingly, contingent on the party securing a sales license for Scalm in the illustrious Expanse Market of the upper city.

Exiting the shop, the party ventured towards the waterfront, where the Counting House and the House of Wonders rose like titans against the backdrop of the harbor. The Counting House, a bastion of financial intrigue, emanated an aura of wealth and influence. Across from it, the House of Wonders, a marvel of craftsmanship and invention, loomed with gears and cogs audibly whirring, hinting at the technological wonders within. Remses, the necromancer, overheard locals cheerfully greeting someone named Glitterbeard, a figure of authority in the local Thieves Guild. Cassio, ever vigilant, reminded the party of the delicate dance that awaited them in the shadows of the city.

Following the scent of adventure, the group reached the bathhouse described in the note. The opulent establishment unfolded before them, a haven of relaxation and indulgence. Jabaz, the charming masseuse, worked his charms, though the party, ever watchful, resisted. Amidst the serene setting, Remses detected a hidden door within one of the massage chambers. Quickly donning their attire, the party incapacitated the lone guard, safeguarding their passage into the mysterious depths below.
The secret door led them into the foul-smelling sewers, revealing signs of the Cult of the Dead Three. In a harrowing exploration, the party encountered and vanquished cultists in various chambers, from torture rooms to an underground mortuary. Cloaked figures, adorned with special markings, presented a formidable challenge, but the party prevailed. Their journey led them to a confrontation with a necromancer and her skeletal rats, a battle that tested their mettle. The party, enveloped in dark necrotic flames, fought valiantly, emerging victorious in the end. After a much-needed rest and thorough investigation of the cultists' chambers, the party reached a crossroads in the sewer.

Venturing down a long passage, they discovered a tomb with a disturbed stone sarcophagus. As they cautiously approached, a spectral war axe swung out, dealing substantial hits. The room appeared cursed, with a mysterious mound of viscera at its center, shrouding an unseen object. The adventurers faced a dilemma – to solve the puzzle and potentially unveil a treasure or retreat from the cursed chamber. With Duglas perched comfortably on Maximus's shoulders, the party stood at the crossroads of danger and discovery, ready to plunge deeper into the treacherous underbelly of Baldur's Gate. The answers to their questions awaited, obscured by the shadows that clung to the city's secrets.

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