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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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12 - Owner’s Suite

As you cautiously step into what was once the owner's suite of The Sanguine Dawn Inn, a chilling sight unfolds before you. The room, grand in its day, now exudes an air of decayed opulence. Dominating one wall is a large fireplace, its cold, dark hearth a stark contrast to the warmth it once provided. By the northern wall is an imposing four-post bed, its once-luxurious canopy torn and hanging limply, a ghostly remnant of its former grandeur. Beneath your feet, a huge bear rug, now matted and dusty, sprawls across the wooden floor. But it's the room's current occupant that freezes the blood in your veins. Towering over everything, an enormous undead abomination looms, standing easily 10 feet tall. Its grotesque form is a nightmare come to life, its skin a patchwork of decay. In its gnarled, monstrous hands, it mindlessly chews on a human leg, the remnants of its unfortunate victim. The sound of bone and sinew being crushed under its immense jaws echoes through the room.

Encounter: Super Ghoul. The large creature is a super ghoul. It uses the statistics of a zombie ogre, except it is a CR 3 (700 XP) creature and has the following actions in place of its Morningstar attack:

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Investigation: Bed Treasure. Characters who search the room discover a wide but short foot locker stuffed under the bed. A padlock prevents entry, but it’s relatively simple, requiring only a DC 10 Dexterity check using proficiency in thieves’ tools to unlock it. Otherwise, it has AC 15 and 2 hp. The chest contains a smaller unlocked chest with 100 gp. There is also a masterwork longsword in a jeweled scabbard worth 50 gp.

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