On the ninth day already! The response has been exciting and we’re nearing halfway done with floor one! Remember if you like what you see here and on the rest of the blog, I have a Patreon and more support there would let me post other things more often. Plus you’ll get more updates on the Bloodfall TTRPG before they get posted to the blog and all none Dungeon24 posts at least a few hours early!
Area A9: Hall Of The Orcish King
The Iron Dagger Orcs have repurposed this room into a sort of lord’s hall. The whole room is well lit with a soft orange light coming from the candles placed in sconces every 10 feet along the walls. On the dais at the north end of the room sits the leader of the warband Qadac (N Orc Warrior 3) with an two of his advisors (N Orc Warrior 1). There are also usually at least 2 regular Orc Warriors in the hall at any given time. At night there are 2d6 Orc Warriors instead.
Treasure: The orcs carry 290 gold pieces between them. Qadac is wearing a necklace that has a star ruby (1,200 gold pieces) set in it, is wielding a +1 longsword, and is carrying a potion of protection from arrows 10/magic.
The Cathedral is an an ornate building that occupies a massive lot on the eastern end of the Old Bailey. It serves as a central social institution of the town, containing both the Bishop’s residence and a cloister of monks. Due to Saint Isolde’s warrior cult, the Cathedral is also a major aspect of the town’s military force, fielding all of its priests, as well as the monks of the cloister and the elite Bishop’s Guard.
Important Npc personalities
Bishop Ulrich von Falkenheim (LG Human Cleric 9): The Bishop is well-built 32 year old Carantian man. He stands at a towering 6’5″ and is of a muscular frame, with short cut blonde hair and blue-grey eyes. A generally callous person, the Bishop is arrogant but even tempered.
Vicar Emer (LG Human Cleric 4): Vicar Emer is a slight 26 year old Fortrian woman with soft blonde hair and green eyes. She is hot tempered and opinionated, generally considered to be abrasive by many but of a razor-sharp wit.
Vicar Caesaria (LG Human Cleric 4): Vicar Caesaria is a tall and well-built 29 year old Emorean woman with thick brown hair and stark brown eyes. Very much the opposite of Vicar Emer, Caesaria is soft-hearted, shy, and kind, as well as being a touch on dull on the side of academic learning.
Abbottess Elena (LG Human Monk 6): Abbottess Elena is a slight, short 34 year old Emorean woman with soft brown eyes. She is generally an optimist and of a shy but courteous disposition.
Sir Mathias of Oldmead (LG Human Paladin 4): Sir Mathias is a 23 year old Tarrassian man of average stature with soft blonde hair and green eyes. He is the Commander of the Bishop’s Guard and is generally well respect of in the local community. He has a cautious, aloof but nature.
Sir Jost (LG Human Paladin 2): Sir Jost is a towering 23 year old Carantian man with dark brown hair and eyes. He is generally cheerful and optimistic.
Sir Rudolf (LG Human Paladin 2): Sir Rudolf is an average-sized 20 year old Carantian man with light brown hair and hazel eyes. He is generally of fanatical disposition and is considered to be largely arrogant and rather dull.
The Rest of The Bishop’s Guard: The rest of the guard consist of four 1st-level Human Paladins: Sir Hilde, Sir Ingund, Sir Blaine, and Sir Laertes.
This room has been stripped bare of all of its furniture leaving the slick mossy stone construction exposed to the elements. The air in this room is hot and heavy, with a sickly sweet smell drafting in from the southern end.
Whatever this chamber’s purpose might have originally been seems lost to time as it has been stripped bare and occupied by a patrol of 4 orcish warriors from the Iron Dagger Warband that has taken up residence in the northern areas of the complex. The warriors are not exceptionally silent and can be heard from any adjacent rooms with no check. They’ve set up there campfire by the base of the stairs to allow them to have a view of both the door and the portcullis while protecting the warband from intruders arriving from the hills up above.
Treasure: The orcs carry 100 gold pieces between them.
Stairs: The stairs on the southeast wall lead up to the hills above the dungeon complex.
This simple stone room is ringed by a 3 foot raised stone bench. Three foot deep alcoves jut out every five feet along the wall. A DC 10 Spot check can notice pitting in the ground and on the bench where congregants have kneeled and rested there elbows in prayer.
This room tapers off from the entrance towards the back where a three headed statue of Hecate stands elevated on the dais that occupies the northern wall of the room. The center of the room is filled with a carved magical circle, inset with strange runes. The air in this room smell warm and sweet, almost like tamarind.
Knowledge (Arcana or Religion) (DC 20): This is a magical summoning circle that was at one point used for summoning angels to commune with them for the communication of esoteric knowledge.
Secret Door (Search DC 20): This door is hidden in the wall behind the statue and dais. Once found it is a simple matter of sliding the section of wall to the side.
I figured that the best place to start would be a solid inn and interesting NPCs to sort of give a taste to any players what they town of Blackport is like. Being a coastal city on a major thoroughfare this is the sort of municipality where you would meet people from all sorts of localities, be it merchants or travelling knights. If this ever got turned into a product, a zine, or saw any play, that is the point at which I would start adding numbers to these NPCs and give them rumors to hand out to the PCs. If preparing this for play or publication, I think I would also key out the basement and add a good old rat-catching quest to this location (nothing says classic like killing giant rats in basement).
Location 1: The Bastard’s Chair Inn
The Bastard’s Chair Inn is nestled write inside the the Old Bailey district of the city, directly across the avenue from the south gate. The hearth is always blazing, especially in the winter and the air is filled with the smell of baking honey bread and smoked meat. The inn serves a solid selection of locally produced sausages, porridge, and honey bread alongside most forms of beer that one could imagine – especially milchbier, a local delicacy made from goat’s milk fermented in a lamb’s bladder. The Bastard’s Chair is a social hub in the Old Bailey, adventurers and merchants alike are always happy to see the face of the burly ginger innkeep, Erik Eriksson (N Human Commoner 9).
Currently the inn is playing host to three remarkable NPCs: the Manrathi merchant Hesheqem (LE Human Commoner 4), Amadeo, priest of Bacchus (CN Human Cleric 8), and the Tarrassian knight Syr Placide Lucrere Marie-Therese d’Argennin (LN Human Fighter 5) and her retinue.
NPC Stats
Name: Erik Eriksson Appearance: A jolly giant of a man, Erik has matching thick ginger hair and beard. He prefers a simple commoner’s attire of a simple blue knee-length tunic and red gartered hose. Roleplaying: 1.) Tend to gesticulate a lot while talking 2.) Very optimistic, almost naively so 3.) Cheerful and compassionate, well liked by others
Name: Hesheqem Appearance: Standing tall and thin at 6 foot five and 159 lbs, Hesheqem wears their hair in the standard black curls of the Manrathi. They adorn themself with smokey black eyeshadow, ruby lipstick, and black nail polish as is the fashion in Manrath. Roleplaying: 1.) Tends to flick their wrist dismissively 2.) Very curious, will push lines of questioning 3.) Generally deceitful and greedy
Name: Amadeo, priest of Bacchus Appearance: A rather plain and unsuspecting looking man, Amadeo wears his brown hair down to his shoulders and wears simple brown linen friar’s robes. Roleplaying: 1.) Leans forward on his elbows while listening 2.) Hedonistic, much prefers pleasure to labor 3.) A solid flirt, ya know in service of Bacchus
Name: Syr Placide Lucrere Marie-Therese d’Argennin Appearance: Tall and of solid stature, Syr Placide is a classical knight in shining armor, minus the shining. She is rather plain of face but handsome nonetheless. Roleplaying: 1.) Impeccable posture, almost statue-like 2.) Fanatically honorable, almost to a fault 3.) Secretly very bashful around beautiful maidens
We’ve been making a lot of progress over the past few days since we last updated y’all on the progress on the current build of Bloodfall. We were stuck with very little progress for a little while as we had to do multiple passes on the Profession systems and progression in order for them to make any sense. In the next few days we should be able to finish up designing all of the Novice Professions and all of the Origins. The entirety of the Magick system will take a bit longer but we have made considerable progress and are almost finished with everything that we need to open back up the Bloodfall Open Table. The major factor now which progress might be slow on is the Faction system but we have made considerable strides behind the scenes in perfecting that. I hope to have another update early next week. It does look like we will need to delay the restart of the Bloodfall Open Table until the week of the 15th but I assure you it will definitely be worth the wait! If you like what you see here, reminder that I do have a Patreon and the support helps bring more content to the blog and makes developing Bloodfall all the more easy, plus you get to see everything except the Dungeon24 posts early!
This library of ancient arcane and religious texts is shockingly well preserved. The scroll racks that line the walls are perfectly preserved, only showing the slightest sign of aging at all. The room looks very well traveled through, any PCs that make a DC 10 Spot check will realize that no dust has accumulated on any of the shelves or tables and that there are warm embers in the fireplace. The tables are slightly ink-stained, as if someone had been using them to copy manuscripts in the recent past.
Treasure: In the chest on the southern wall there is 40 platinum pieces and a scroll of color spray. The chest is locked (DC 15 Open Lock) and the lock contains a poison needle trap.
Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison [Injury DC 13, Int Dmg: 1 Con, Sec Dmg: 1d2 Con ); Search DC 22; Disable Device DC 20.
Door: Stone (Hardness 8; 60 HP; Break DC 28) Locked (DC 28 Open Lock); the key is in another dungeon room (will update this once that room has been keyed).
The remains of the dormitory are strewn with rotted beds, broken tables, and shredded fabrics. The chimneys of the dual fireplaces in the common room have long since been choked with debris.
Monster: A darkmantle (Spot DC 20) hangs from the ceiling in the center of the northern bedroom. It will drop on the first PC that it notices pass under its lair.