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This post is part of the Dungeon24 series, where I create a new room every day of the year for at total of 366 rooms. Traditionally, this is done as a dungeon, but I thought it was more interesting to do it as a Silent-Hill-inspired city. Tom Cartos and I have been chatting about doing an Ostenwold product for a long time, so I figured this made the most sense.

This document includes all areas of The Sanguine Dawn Inn, comprising parts 1-14 of Dungeon24.

You can get the rest of Tom Cartos' maps from his Patreon page and website.

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13 - Basement Storage

As you descend into the basement storage area, the air grows cooler and carries the musty scent of old wood and earth. The space stretches out before you, its dimly lit expanse revealing rows upon rows of kegs, each one neatly stacked and labeled. These barrels, dozens in total, hold the promise of ale, wine, and perhaps more exotic spirits. 
At the center of the room, three six-foot tall shelves dominate, each one packed to the brim with an assortment of crates, sacks, and various tools. The crates, some of them slightly ajar, reveal glimpses of their contents—dried goods, perhaps, or spare parts for repairs. Sacks of grain or flour are piled haphazardly, their burlap surfaces stained and worn. Amongst these, a medley of other goods are haphazardly arranged: lanterns, lengths of rope, spare linens, and a miscellany of items necessary for the upkeep of a busy establishment. 

The northernmost stairs (13b) lead up to a cellar door on the north side of the inn. The stairs against the southwestern wall (13c) lead up to the bar.

Treasure: Dry Goods. The goods here are relatively good condition. If the characters devise a way to carry them out of the tavern, they are worth 250 gp altogether. 

Investigation/Trap: Secret Door. The wall against the southwestern wall masks the presence of a secret door, detectable with a successful DC 16 Wisdom (Perception) check. A character who examines the shelf can make an Intelligence (Investigation) check. The table below determines what they learn; results are cumulative.

Lifting the lantern on the shelf opens the secret door, but only if it’s lit. If someone lifts the lantern without first lighting it, a box of nails explodes. The trap makes an attack against the person lifting the lantern with a +6 to hit, dealing 1d4 + 1 piercing damage on a success.

Disabling the trap requires a successful DC 13 Dexterity check using proficiency in thieves’ tools.

The secret door leads to area 14a.

14 – Secret Basement

Against the southeastern wall, a stark, iron-barred cell stands out. Inside the cell, an assortment of chests and crates are piled high,  suggesting valuable or secretive contents. In the northern corner of this hidden chamber, away from the cell, lies a hastily assembled pile: a rugged backpack, a sheathed sword, and a coiled bundle of rope. 

This secret basement was used by the inn’s owner to store her earnings and offer a means to escape in case things took a turn.

The ladder in the southern corner (14b) leads up to the secret chamber in the meeting room, area 4b. The secret door from area 13 is obvious from this side. A latch to the left of it opens it, no traps triggers.

Trap: Cell Door (14c). The cell is locked. The iron key in the owner’s suite (area 12) unlocks the door without issue. Otherwise, a successful DC 15 Dexterity check using proficiency in thieves’ tools unlocks it. However, the door is trapped. Anyone attempting to pick the lock must make a DC 16 Constitution saving throw, taking the full damage listed on the Area 14c Trap table on a failed save, or half as much on a success. Noticing this trap requires a successful DC 14 Intelligence (Investigation) check. Disarming it requires a successful DC 15 Dexterity check using proficiency in thieves’ tools. Failing the check to disarm it by 5 or more triggers the trap.

Treasure: Cell Loot (14c). The chests are loaded with copper pieces. The total treasure depends on the party’s average level, as shown in the Area 14c Treasure table.

Investigation: Secret Exit. A large grate in the corner masks the presence of an escape tunnel. The tunnel connects the inn to the house across the street.

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Comments

Steve Skirata

Page 13 seems empty in the pdf, except for the footer. Is that intentional ?

dmdave

It is! As I progress, it’ll fill in. Y’all are kinda seeing “the process.”

Anonymous

Did i miss a map upload for the basement area of the Sanguine Dawn inn? pretty sure i scrolled though the page a few times looking for it. I see the pdf for the DM to use but not the .jpg