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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 areas 1 and 2 of The Sanguine Dawn Inn. Once it's complete, it'll be placed into a complete PDF and locked to patrons only, so be sure to grab a copy now if you want access to the entire thing.

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

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3 - Stage

This large room is dominated by two huge tables, each surrounded by sturdy benches that once might have hosted lively audiences. A trio of smaller tables sit before a stage set against the southwestern wall, a platform that in happier times would have been the heart of entertainment and joyous gatherings. Now, it looms silently, a stark reminder of what once was.
The floor around the stage and tables tells a more sinister story. Pools of blood are splattered across the wooden planks, their dark, crimson stains a jarring contrast to the room's intended purpose of merriment. This grim sight is further disturbed by a discernible trail of blood that leads from the vicinity of the stage to a closed door in the southern corner of the room. The trail is marked by obvious footprints, suggesting a hurried, perhaps panicked, movement of at least one person or creature.

The ghouls in Area 4 left the footprints. Aware of the character’s presence, they’re planning an ambush there.

Cold Spots. Evil’s presence has left an incontrovertible mark on this area. When the character’s first come into the area and see the blood, have them make Wisdom saving throws. The DC for the saving throw equals 10 + half the party’s average level (rounded down). On a failed saving throw, the target is frightened of the room for 1 minute. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.

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