AREA A30: INNER SANCTUM OF HERMES

This long cathedral-like hall is furnished with fine Doric columns every 10 feet and a solid, untouched white marble altar at the northwestern end.

This long cathedral-like hall is furnished with fine Doric columns every 10 feet and a solid, untouched white marble altar at the northwestern end.
This stone room is filled with three separate iron-barred cages that have mostly rusted away but still stand as a testament to the Inquisitional proceedings that occurred here.
Monster: Two human commoner zombies lay slumbering in this room and will awake to wreak revenge against any adventurers who enter into this room.
In this simple, burned out stone room you can see the charred remains of what looks like a poster bed, table, chair, and large chest. The smell of acrid, charred flesh still hangs in the air.
Hey y’all it’s been a bit since I’ve posted up on the blog, it’s been a busy two weeks as I’ve been busy painting and haven’t had easy internet access! But anyways, here’s two weeks worth of dungeon rooms!
Area A15: Mushroom Farm
This ruined chapel has been converted into a fungal farm of 10 foot tall mushrooms that the faeries use as a form of solid nutrition. Each mushroom can be broken down into 10 rations worth of food (20 lbs).
Area 16: Guard Room
This simple stone chamber once served as a guard room and armory for the warriors that served in the defense of the priests cloistered here. Some of those warriors (two human warrior skeletons), still stand at their post ready to defend the temple against intruders.
Area A17: Krenshar Nest
Strewn with ruined and chewed wardrobes, a ferocious Krenshar has made its nest in this room after falling down the shaft at the base of the pyramid.
Area A18: Storage Closet
This chamber is lined all the way around with shelves from floor to ceiling. Each of these shelves holds dozens upon dozens of three inch tall, wide-mouthed brown glass bottles. Further inspection of any of the vials will reveal that they are filled to the brim with human teeth.
Area A19: Statuary Hall
Five statues are arranged in a circle in the center of this chamber: one of Hermes, one of Minerva, one of Phosphoros, one of Sofia, and one of Soteria. The statues are all faced outwards, with Hermes facing towards the northern wall, Minerva facing towards the northeastern corner, Phosphoros facing towards the northwestern corner, Sofia facing towards the southeastern corner, and Soteria facing towards the southwestern corner.
Near the western wall, a stirge sucks from the body of a recently deceased adventurer, ready to move onto its next meal.
Area A20: Library
This chamber is a rather well preserved library filled with religious texts and multiple grimoires of Hermetic magic.
Area A21: Guard Room
This simple stone chamber once served as a guard room and armory for the warriors that served in the defense of the priests cloistered here. A spear trap is laid along the southern entrance to this room from the hall leading into it.
Area A22: Statuary Hall
Busts of all 23 High Priests from the Temple’s days of operation are arranged around the perimeter of this dank stone room. A single elf warrior (wounded) is slumped against the western wall next to the door.
Area A23: High Priests’ Crypt
This room contains the sarcophagi the 23 High Priests that held the office while the temple was in operation. Most of them have been broken into and looted already, but five remain untouched. In order, they read in Ancient Elitarian: Porphyrios, 7th Prelate; Galenus, 12th Prelate; Hippon, 18th Prelate; Orestes, 21st Prelate (Decipher Script DC 20)
Treasure: The sarcophagi contain the following grave goods:
Sarcophagus 1: 200 silver pieces, a breastplate engraved with the Eye of Hermes (functions as a helm of teleportation)
Sarcophagus 2: 10 gold pieces, a simple silver ring set with a piece of tiger eye (13 gold pieces), a masterwork shortspear
Sarcophagus 3: 300 silver pieces
Sarcophagus 4: 4,000 copper pieces, 5 iron ingots worth 1 gold piece each (½ lb each), 3 bolts of fine linen worth 10 gold pieces each (4 lbs each)
Sarcophagus 5: 130 gold pieces
Area A24: Forge
This stone room features a large central forge bordered by an anvil and what were once buckets for dousing water. Several bricks have been knocked out of the forge and the leather on the blower has worn way too thin.
Area A25: Torture Chamber
This stone chamber still stinks of blood and feces that must have been discharged by its victims over the thousands of hours of inquisitional torture that was performed here. A single monstrous centipede has decided to take up residence in the ruined torture equipment.
Area A26: Guard Room
This simple stone chamber once served as a guard room and armory for the warriors that served in the defense of the priests cloistered here.
Area A27: Dining Room
The tables and chairs that once furnished this grand dining room lie in a broken mess scattered across the floor. Though once beautiful and well lit, it now stinks of rot. A lone darkmantle has taken up residence on the ceiling in the center of this mess, ready to jump out at any overly curious adventurers.

This grand hall is boisterous with cheer at most times of the day and night, with elfish wine flowing and raucous faerie songs being played and danced too. Once a storage room, this is now the hall of the Elfish Princeling, Myrddin Teuradh (N Elf Fighter 2/Wizard 1). They are accompanied by a guard of 3 level 1 Elf warriors 50% of the time. At night there are 3d6 level 1 Goblin warriors in the hall and during the day that number dwindles down to four.
Myrddin is at first more than happy to see any adventurers and will try to ally with them against the orcs that they sees as invading their territory (according to Elfish law, they are the lord of this hill). If anyone in the hall hears the PCs fighting the fire beetles in Area A13 (Listen DC 15), Myrddin will send someone to investigate with instructions to only attack if it’s the orcs and otherwise to bring news back and welcome any visitors.

Rows of seats and seminar tables slant down, half ruined, from the western end of this octagonal hall towards the eastern end were the lectern still stands ready for another lecturer to pontificate on subjects metaphysical and occult. The air is moist and saccharine, with the faintest hint of rot from the wrecked furniture.
Monsters: Two giant fire beetles have nested in the southwestern quadrant of the room.
Secret Door: Located on the eastern wall, Search DC 30
Trap on secret door: Burning Hands trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26

Ringed by a three foot bench on all sides, the baths were once filled with water and a grand social space. Now they’ve been taken over by as a guard post by a hobgoblin warrior and four goblin warriors.
Stairs: These stairs lead down to Area (insert area name here when it is created).

On the northern wall of this room, the rotten remains of the High Priest’s double poster bed graces the entrance. The air smells of putrefaction and decay. On the southern wall are two small foot lockers that used to belong to the long gone Abbott. The walls are adorned with inscriptions in Ancient Eltarian, most of them are too weathered to read but one can still be read to say “Wisest Sage of Our Line, Thrice Great and Ever Learned Hermes and Your Holy Sibling, Guardian of The Gates of Hades, I invoke thine names to guard this place and grant your humble servants guidance into the final treasury beyond the world of the Archons and in your name great Hermes and three-headed Hecate bring doom on all those who would defile this place” (Decipher Script DC 20).
Treasure in eastern chest: 4,000 copper pieces, 2 bolts of fine linen worth 10 gold pieces each (4 lbs each)
Treasure in western chest: 2,000 copper pieces, 10 iron ingots worth 1 gold piece each (1/2 lb each), scroll of command undead (cl 3)
Trap: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20.

This simple stone room was once one of the armories of the temple complex. Littered across the floor are many smashed grindstones and several broken swords. Anyone in this room can hear the raucous celebrations of the orcs in Area A9.
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!

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.