Astarion has frequented several seedy establishments during his time in Baldur's Gate, but the inn and tavern called Rat's Run was one of his favorite hunting grounds. Here, he hunted undetected, blending into the crowds of inebriated patrons and luring victims into darkened alleys. He'd drag these unfortunate souls back to Cazador's palace, where the vampire master would feast on the victims' blood.
This chapter provides all the tools you need to set adventures in Rat's Run. The details herein assume your game unfolds prior to the events of Baldur's Gate 3 and that your players wish to adventure alongside Astarion. However, you can set your game in Rat's Run during any period, with or without involving Astarion.
Rat's Run Adventures
This section presents short adventures in Rat's Run. In these adventures, characters should be Astarion's associates or infamous by reputation in the seedier parts of Baldur's Gate. The characters might be mercenaries, bodyguards, fixers, or other agents for hire. The characters needn't be wicked, but law-abiding citizens might find their ethics challenged by these adventures.
When encounters take place in locations with NPCs described in the "x" section later in this chapter, those NPCs take cover or run when combat breaks out. All encounters take place on Map: Rat's Run, found later in this chapter. Monster stat blocks referenced appear in chapter 2 of the Monster Manual.
If you'd rather create your own adventures involving Astarion at Rat's Run, roll on or choose from the Rat's Run Plots table to inspire your games.
| 1d4 | Astarion... |
|---|---|
| 1 | Realizes several regular Rat's Run customers have disappeared recently. The culprit is Celia (Medium Vampire Nightbringer), who is Cazador Szarr's enemy. Celia was once a human. |
| 2 | Wants to hire the gnome Braig Littletoe (Small Bandit) to source a powerful magic item Astarion believes will temporarily free him from Cazador's control. |
| 3 | Has hired a pair of human vampire hunters named Tarena and Tali (Medium Bandit Captains) to assassinate Violet. Unfortunately, Violet has discovered this plan and has turned the vampire hunters on Astarion. |
| 4 | Has lured too many customers to their death, and the manager of Rat's Run has placed a bounty on Astarion. Astarion visits the tavern with the characters and doesn't know the regulars plan to kill him. |
Family Outreach
Adventure for Level 3 Characters
Encounters
The adventure consists of these encounters. At your discretion, Astarion fights alongside the characters.
First Blood
Five human members of the Bloody Knives confront Astarion and the characters near the bar (x) and begin combat. These include the leaders Bretta and Sorven (Medium, Neutral Evil Bandit Captains) and their lackeys, three Toughs. Other patrons scatter when the Bloody Knives begin combat.
If the characters capture any of these assailants, the foes admit Violet hired them. Violet told the gang members that she wishes to eliminate Astarion quietly without participating in the crime herself.
Ambush
A hooded figure slips a note into Astarion's hand. The note asks him to meet a friend upstairs. The courier, if accosted, reveals himself to be a human named Chase (Medium Commoner), who doesn't know the identity of the person who paid him 10 GP to deliver the note. After receiving the note, Astarion heads upstairs and beckons the characters to follow.
Lurking on the inn's walkway (x) are two Fiendish Icons and a Helmed Horror, all of which Violet stealthily brought from Cazador's palace. The monsters are attempting to pass as decor and ambush the characters when they enter the area. If the characters don't intend to go upstairs, the monsters head downstairs to fight them.
Final Foe
Two Harvester Devils lurk in one of the inn's rooms (x). Summoned by Violet to ensure Astarion and any allies die, the devils creep out of their hiding place to fight. If the characters and Astarion are ambushed on the walkway, the devils join the fight on Initiative count 0 of the second round (losing Initiative ties). Otherwise, the devils head downstairs to confront the characters after the Bloody Knives fall.
Conclusion
If Astarion survives the adventure, each character earns a bonus 400 XP. Once the characters are at least level 4, consider running an encounter with Violet (Medium Vampire Spawn) and one or more Harvester Devil or Fiendish Icon allies.
Ever since she crawled out of her grave, my sniveling sister Violet has been murderously jealous of me. She thinks I want to humiliate her at every turn.
It's laughable, but if she won't leave me be, I'll need to dig her a deeper grave—this time, one she'll never leave.
The Wayward Son
Adventure for Level 12 Characters
Encounters
The adventure consists of these encounters.
Surrounded
While sitting at the bar (x) with the characters, Astarion recognizes two Vampire Wardens from Cazador's palace. The wardens are blocking the public exit to Rat's Run. Certain that someone from the palace wants to kidnap him, Astarion sneaks upstairs to avoid the wardens until the trouble blows over.
If the characters follow Astarion, they must remain inconspicuous while moving with him toward a staircase to x. Each character makes a DC 13 Dexterity (Stealth) check. If the checks are successful, the wardens don't notice the group. On a failed check, the vampire wardens notice the group and begin combat.
No Safe Spaces
If the characters fight the wardens downstairs, the two Speaker Devils lurking upstairs hear the fray. The devils head downstairs and join the fight on Initiative count 0 of the second round (losing Initiative ties).
If the characters and Astarion make it upstairs without alerting the wardens, Astarion suggests picking the lock to one of the inn rooms (x) to lie low inside. The doors are made of wood. The lock is Simple (1 action to pick) and Good quality (DC 15).
When the characters enter a room, the two Speaker Devils are hiding within and begin combat without hesitation. If the characters don't enter a room, the devils attack after 1 minute.
Angry Vampire
After the characters defeat the devils, they encounter Cazador (Medium Vampire Infernalist) when they try to leave Rat's Run. The vampire is accompanied by two of his Vampire Spawn. If the characters reduce Cazador to 40 HP, the vampire screams promises to punish Astarion later, uses Shape-Shift to turn into mist, and escapes.
Conclusion
If Astarion escapes, he rewards the characters with a Manual of Gainful Exercise, and each character also earns a bonus 4,700 XP.
If the characters are killed or knocked unconscious, Astarion is subdued and brought back to Cazador's palace.
A particularly reckless breed of sailors frequents Rat's Run.To them, death lurks around every corner, whether it's on the stormy sea or here among an ocean of criminals. Some might say these sailors have a death wish—one I'm more than happy to fulfill.
Rat's Run Tavern and Inn
Rat's Run lies a stone's throw away from Gray Harbor in Baldur's Gate. A tavern and inn of questionable repute, this Seatower neighborhood establishment has been a home for centuries to rowdy crowds of sailors and those who prefer to ply their trades in the shadows. At first glance, Rat's Run is a disheveled place where shady elements loom large. Deeper down, the establishment is more sinister.
Mysterious Leadership
The staff members of Rat's Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment and is loyal to its mysterious owner.
Reigra Clawcroft
For the past two hundred years, a Rakshasa named Reigra Clawcroft has owned Rat's Run. Reigra was once a fearsome pirate captain who took the guise of a tattooed tiefling. When she won ownership of Rat's Run from a drunken merchant, the rakshasa saw an opportunity to expand her power. She retired from privateering, intent on easier paydays.
To distance herself from her previous identity, Reigra now disguises herself as a stalwart human woman. The rakshasa has tasked the manager of Rat's Run with encouraging villainy from which Reigra stands to profit. Reigra lives in a palatial abode in the Upper City, though the rakshasa occasionally stays at Rat's Run on business or to check on her employees. When staff members report a problematic patron, sometimes Reigra takes it on herself to solve the issue—luring her victim into a shadowy alley, revealing her true nature, and consuming her prey.
Curious about the owner of Rat's Run? All I'll say is that kitty's got claws—the backward claws of a rakshasa, that is.
Lief Cloudswell
For the past fifteen years, the manager of Rat's Run has been the goliath Lief Cloudswell (Medium, Chaotic Neutral Pirate). With emerald eyes and a heavy smattering of tattoos, Lief is a former sailor expelled from her crew for stealing from her shipmates. On the run from those seeking vengeance, Lief long ago made a deal with Reigra: The rakshasa protects Lief from her enemies, and in exchange Lief follows orders unquestioningly. Lief is gruff but outwardly kind; she has an especially soft spot for outlaws.
If your game takes place after the events of Baldur's Gate 3, another individual from the Rat's Run Managers table should oversee the establishment.
| 1d4 | Name | Description | Stat Block |
|---|---|---|---|
| 1 | Kyral Blacksteel | Dwarf retired assassin's guild lieutenant; cruel | (Medium, Neutral Evil Assassin) |
| 2 | Dirk "Scarbrow" Jenkins | Human retired sailor; sadistic | (Medium, Chaotic Evil Pirate) |
| 3 | Yerna Goldtooth | Orc retired pirate; joyful | (Medium, Chaotic Neutral Pirate) |
| 4 | Gerry Undretide | Black-scaled dragonborn retired sailor; wise | (Medium, Chaotic Neutral Tough Boss) |
Rowdy Watering Hole
On the surface, all are welcome at Rat's Run. For sailors, Rat's Run offers fresher ale, tastier grub, and warmer beds than any ship. Despite the shadowy characters who often lurk in the tavern's snug booths, the camaraderie is tight knit at Rat's Run. For some wayward sailors, the regulars and staff at the establishment are the closest thing they have had to a family.
Den of Villainy
Underneath the veneer of Rat's Run, reality is harsh. Thieves, smugglers, racketeers, and other criminals see Rat's Run as a haven, and for good reason. Staff members warn any patron associated with law enforcement to leave and never return; those who defy these instructions become Reigra's victims.
Further, representatives of criminal organizations make regular payments of coins, valuables, or magic items to the establishment's manager. In exchange, staff members hide these patrons' wrongdoings, including holding smuggled goods in secret rooms, destroying evidence of crimes, and ensuring that no witnesses ever speak to the authorities. Each week, the manager gives these bribes to a hooded, ever-changing courier who, of course, knows nothing about their boss.
Haven for Predators
The rampant criminality at Rat's Run means purses frequently disappear from drunken patrons, bar fights occasionally turn deadly, and sometimes individuals go missing and never return. For the latter reason, Astarion considers Rat's Run a diamond in the rough: a place from which he can lure victims to Cazador's palace and assume no one will care to investigate their disappearance. Astarion is also friendly with Roka, a tavern patron and kenku agent for the Guild (see x in "x"). The vampire spawn occasionally hunts individuals Roka has designated for elimination.
Tavern and Inn
Characters can rent a room, order food, and buy a drink at Rat's Run.
Inn
Characters who wish to rent a room must speak with the manager. They can be found at the main bar (x) during the day and in the manager's administrative office or bedroom (x and x) at night. A room costs 5 SP per day.
Tavern
Ale, rum, whiskey, and wine are available all day from the main bar (area R2a) for 4 CP per drink. Meals are available for order during the day at the kitchen (x). Each meal costs 1 SP.
General Features
Hundreds of years old, Rat's Run is built from weathered wooden timbers reinforced with red brick. Its floors are made of grimy wood. The building's other features are described below:
Rat's Run Locations
Rat's Run consists of a tavern and kitchen on the first floor, an inn on the second floor, and hideaways on the third floor.
The following locations are keyed to the Rat's Run map.
R1: Entryway
This entryway is decorated with nautical equipment the patrons of Rat's Run have donated over the years, along with graffitied messages. Phrases in Common include "Scalawags live here" and "No law but the sea's," as well as other choice declarations and illegible scribbles.
Security Guards
At night, two humans work as security guards at Rat's Run. Ferock and Deitre Grensworth (Medium Toughs), who are married, sit on the benches that flank this area.
Ferock and Deitre deny entry to anyone who is visibly a member of any law enforcement organization, claiming the establishment is full even if it's not. The guards fight any creature denied entrance that tries to enter the main hall (x), calling to other staff members and friendly sailors for help if needed. If a brawl breaks out in the main hall, Ferock and Deitre join the fray after 1 minute and attempt to quell the violence.
During the day, Ferock and Deitre are off duty. They typically can be found eating and drinking in the main hall or sleeping in an unoccupied inn room (x).
R2: Main Hall
Open at all hours, the main hall is a key gathering spot for sailors in Baldur's Gate and a prime location where criminals discuss shady deals.
R2a
The bar is well stocked with dozens of varieties of ale, rum, whiskey, and wine of varying quality. Individuals drown their sorrows on the stools around the bar, while more boisterous groups use to the east and west.
The primary daytime bartender is the gruff goliath Lief Cloudswell (Medium, Chaotic Neutral Pirate), who also rents rooms in the inn upstairs to customers. Lief carries a key to the lockbox in x and to her drawer in x. At any time, if Lief suspects anyone is an agent of the law, she instructs them to leave. She shouts for help from Ferock and Deitre, both in x, if anyone gives her too much trouble.
At night, Lief retires to her administrative office or bedroom (areas R10 and R11). The evening bartenders are two dwarf sisters, Sera and Grenda Stonecrusher (Medium, Chaotic Neutral Bandits), who are cheerful and unwaveringly loyal to Lief.
R2b
These long tables are reserved for patrons who wish to play cards, dice, or other games of chance. A regular, fast-talking patron known as Palm-Slicer (Small Mage Apprentice) runs games of Three-Dragon Ante here every day. A halfling, Palm-Slicer's real name is Finkus Berrybranch. Unknown to the other staff members, Palm-Slicer is in Lief Cloudswell's private employ and informs the manager of all rumors he hears.
R2c
Thin, sliding wooden doors allow patrons in each of these booths a measure of privacy. Criminals, many of whom are high-ranking members of powerful outfits, often meet here to discuss illegal deals.
The shifty gnome fence Braig Littletoe (Small Bandit) uses this area as his base of operations. Although not part of a larger organization, Braig has fenced valuable and embarrassing spoils for some of the most prominent players in Baldur's Gate. Braig knows powerful secrets and is willing to ally with anyone who will protect him from his enemies.
R2d
This collection of small tables is a favorite gathering place for members of the Guild, a powerful criminal organization in the city. Every day, the elegant but taciturn Kenku Roka Glimmerbeak enjoys an ale and a meat pie from their reserved table in the corner. Roka delivers messages to Guild operatives and entertains those who wish to contact the elusive Guildmaster as well, though only the worthiest messages make it to the leader.
R2e
The table and booths here are more comfortably furnished than the rest of the main hall. Ship captains often relax here, the corner offering a minor buffer from the hall's rowdy sailors.
Behind the closed doors of the main hall's private booths, you'd be shocked how easily I can entice fools into wandering home with me. I always promise they'll experience the feast of a lifetime—and I always deliver.
R3: Kitchen
Patrons line up along the bar here to order food from the kitchen. Staff members place cooked meals on the bar, where patrons pick them up.
Staff
The head cook is Heska "Biggles" Tusktooth (Medium Pirate), an orc with a wide grin and a commanding voice. Biggles carries a key to the cabinet in x.
Helping Biggles as assistant cooks are Darius Winters (Medium Commoner), a talkative tiefling; Alexia Bonderbath (Medium Bandit), a no-nonsense human; and Filona Truescale (Medium, Chaotic Neutral Bandit), an effusive dragonborn. If the kitchen is slow, Biggles sends her assistant cooks into the main hall to take food orders, run drinks to tables, or do other tasks as Lief sees fit.
Treasure
The cabinets in the northeast corner hold pots, pans, baking trays, utensils, and other kitchen equipment. In addition, there are six butcher knives that function as Daggers.
The shelves below the central prep table holds cooking supplies, including three candles and three different containers that function as a Vial of Acid, Alchemist's Fire, and Oil. On the table is an enchanted knife that functions as a +1 Dagger.
R4: Pantry
These shelves contain flour, sugar, spices, lard, salted meat, and other bulk ingredients.
Treasure
As a Utilize action, a character can try to pick the padlock using Thieves' Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. On a successful check, the cabinet opens, revealing three Potions of Healing and a purse with 50 GP in it.
R5: Privies
These privies connect to the city's sewers. At nightfall each day, a staff member wipes down the wash basin and each makeshift stall.
R6: Inn Walkway
This upper-floor walkway is accessible from the main hall (x) via three sets of stairs.
R7: Spacious Inn Rooms
These rooms are more comfortable than the inn's others. Lief reserves them for patrons who command respect or who are in her good graces.
When Reigra infrequently spends the night at Rat's Run, the rakshasa occupies one of these rooms.
Secret Door
Each of these rooms has a secret door hidden behind the wooden panels in the south wall. A character in one of these rooms can take the Search action and make a DC 15 Wisdom (Perception) check, finding the secret door on a successful check. Behind each door lies a narrow, wooden corridor (x).
R8: Secret Corridor
This claustrophobic space is empty save for the ladder, which leads to x.
R9: Inn Rooms
Lief rents these rooms to anyone who will pay and seems unbothered by any shady affairs they might witness.
R10: Administrative Office
Lief handles the organizational affairs of Rat's Run from this office. She also stores bribes from criminals here.
At night, the manager works on paperwork or sleeps in her bedroom in x. She keeps the door locked while she's in here. During the day, the room is unoccupied and locked.
Treasure
On the desk are records related to the inventory, room reservations, and staff payroll.
Inside a desk drawer, a lockbox holds bribes for Reigra that a courier hasn't yet retrieved. As a Utilize action, a character can try to pick the lock using Thieves' Tools, doing so with a successful DC 20 Dexterity (Sleight of Hand) check.
The lockbox contains the following:
- 310 GP
- One amethyst worth 100 GP
- Three pure black onyxes worth 50 GP each
- Spell Scroll of Blur
- Spell Scroll of Color Spray
- Spell Scroll of Fear
- Wand of Fireballs
R11: Manager's Bedroom
These are Lief's personal quarters. The wardrobe contains assorted, nondescript clothing.
Secret Door
Behind wooden paneling in the west wall is a secret door. A character in the bedroom can take the Search action and make a DC 15 Wisdom (Perception) check, finding the secret door on a successful check. Behind the door lies a staircase leading up to area R12.
Bed Frame Drawer
The bed frame drawer is locked. As a Utilize action, a character can try to pick the lock using Thieves' Tools, doing so with a successful DC 20 Dexterity (Sleight of Hand) check.
Treasure
The drawer contains Lief's personal savings: a purse with 500 GP in it. It also contains a Potion of Vitality, a personal gift a patron gave Lief in exchange for protection from Luskan assassins.
R12: Attic
This attic serves as storage as well as a convenient hiding spot for smuggled goods. Most of the boxes contain supplies for the tavern and inn, such as furniture repair tools, extra metal flatware and cutlery, bed linens, and cleaning implements. The northwest shelves bear tattered sails, fishing nets, and other donations Lief eventually plans to display in the establishment's entryway (x).
Dustless Boxes
The northeast boxes are labeled in bold capital letters as containing flour. Inside the boxes are cotton drawstring sacks with similar labels. However, inside each sack are carefully wrapped paper packages containing a rare and beautiful variety of basilisk scales used for decorating high-end clothing. The boxes contain thirty packages altogether, and each package contains 2 pounds of scales and is worth 15 GP.
Lief is hiding these basilisk scales, stolen from an import ship that originated from Waterdeep, for a high-ranking human member of the Guild, Jhera Gothill (Medium, Neutral Evil Assassin). Jhera is a regular at the first-floor tavern, where the stern woman meets with unscrupulous sea captains.
R13: Hideaway
This area serves as a hideout for individuals who need a place to lay low while avoiding enemies or the authorities. No one is staying here now; the bedclothes are left from a previous tenant.