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 toguard 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).
Treasurein 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!
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.
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