Forgotten Blood

J20 - Forgotten Blood.png

Details
Mostly earthen floors and stone walls and ceilings braced by wooden or stone beams.

In hallways the ceiling is roughly 5' tall and in many rooms it is about 7' on average.

There is no light.

How to read this dungeon

  • Each room has a number and that number is keyed below
  • For each room, there is a description followed by a bulleted list
  • The list is meant to be understood as levels of detail with the outer most bullet being what is most obvious and each inner bullet adds a detail to that element that might only be learned when investigating
  • Doors and exits are the last bullet and are represented as Open, Shut, Stuck, or Locked and which direction that door applies to. NW would be the Northwest door of the room.
  • There is lore that is part of the dungeon that you can discard, use, or whatever. Have fun with it.
  • This was used in an OSR campaign called Blightlands

Who is Xeric?

A great and feared mercenary leader from about 200 years ago.

Had a reputation of purging everyone in his path or pressing them into service.

His mercenary band was named "The Bloodstained"

Credited for clearing out Principality of Baelorn a long time ago, but faded out of favor shortly afterwards.

Rumored to be buried somewhere in the area.

Entering

  1. Trapped Entrance Hall
    • Large room with murals of flowers blooming on the walls
    • A haze of fog is covers the ground with a platform walkway just inches above it
    • In the middle of the room is a central stone island with a basin on a pedestal
      • The pedestal is plantlike
      • The basin is engraved with numerous flowers
    • 1-2 on 1d6 triggers the trap for each 10' moved
      • Doors lock
      • Fumes increase save or die
      • Disarm Place Kingsmark (A plant rumored to grow on tombs that flowers in the color of their soul) in the basin
        • It will ignite magically and the smoke will cause the poison to dissapate
    • Doors S(Sh), E(St)
  2. The Hanged Advisor
    • Several stone pillars hold the ceiling up
    • Walls are adorned with torture racks with skeletons or rags
      • If they rifle through the stuff they'll awaken a Skeleton
        • Named Philip, would love something to drink
          • He was hung because Xeric didn't want raiders in and sacrificing his people like he did would likely result in at least one undead guard
          • Can tell the party that this is the resting place of Xeric
            • Great and powerful mercenary leader feared everywhere
    • Doors S(Sh)
  3. Hall of Xeric
    • A long hall with crumbling statues and ragged tapestries
      • Across the 15 or so tapestries there is what looks like the story of a warband, but not much more
    • Doors W(St) S(St)
  4. Goblin Hideout
    • A ramshackle tangle built out of broken tables, hides, and torn tapestries dominates the NW corner
      • 3 Goblins live inside
    • Blackened walls with gouges at thigh height
    • 5 Goblin are keeping busy in the South East
    • Doors SE (St)
  5. Warband Tomb
    • Floors are flat and there is some faint tiling of swords, shields, spears and bows
    • Broken sarcophpgi and coffins are all over the room
      • Broken sides and tops
      • Inside is a damp dirt
    • Doors S(St) ES(L) EN(St)
  6. Storeroom
    • Crates, boxes, and toppled shelves
      • Full of rot
    • Brown slippery slime on the floors
      • Footprints (Random creature that is here)
    • Doors SW (St), S (L), E(Sh)
  7. Mass Tomb
    • Dozens of coffins lay crushed around the room
    • 10' "Streaks" of spotless floors zig and zag around the room
    • Gelatinous Cube
      • 2 Vials of perfume worth 150gp
      • Alexandrite gem worth 500gp
    • Doors: S(O) SW(O) ES(L) EN(Sh)
  8. Xeric's Antechamber
    • Dark stone walls and ceiling
    • Tiled floor that is a mosaic of a mounted armored man stabbing a helpless woman
    • Doors: S(L) E(Sh)
  9. Sanctum of Xeric
    • Room with numerous recesses along walls with urns
      • Urns contain treasure
    • Large metal sarcophagus in the middle of the room with a hole torn through the top
      • 1 Wight rests inside and will exit when someone enters the room
      • Treasure rests inside
    • 1 Wight (Lair, Treasure H)
    • Treasure
      • 1x Bloodstone (50)
      • 3x Wrought Silver (400)(1200)
      • 3x Wrought Copper (140)(420)
      • 2 Potion
        • Flying
        • Delusion
      • Treasure Map to 2000gp
      • Gauntlets of Ogre Power
      • Shield +2
    • Doors SW(St) SE(St)
  10. Special Burial Chamber
    • Stone sarcophagus that are broken
    • Rusted out suits of armor stand along the wall in line with each sarcophagus
      • A page of a journal in one regrets his life of blood and riches since he could never have a family after what he did and will forever be bound to this company
    • 3 Ghoul
    • Treasure - Behind the doors in the hallways east of 10.
      • 6000 sp
      • 1000 ep
      • 2x Hematite (10)
      • 3x Lapis Lazuli (25)
      • 2x Scrimshaw Trinkets (14)
      • 2x Wrought Copper Trinkets (100)
    • Doors EN(Sh) ES(St) S(St)
  11. Poisoned Store Room
    • Shelves of untouched amphora made of clay line the walls
      • Each bear a marking of an area of the world known for wine
      • Drinking wine: Save vs Poison and writhe in agony for 1d4+2 hours or die from pain
      • Behind shelves is a note carved into a lead sheet
        • A curse on Xeric that this wine so it will dull him and save eternity from his torment
    • Dead rat lay at the base in a darkened stain
    • Door: S(Sh)
  12. Room of Mis-Deeds
    • Shelves books that look mostly intact line the walls
    • Desk in the center stationed by a skeleton who died writing a note
      • Desk has cup with a dark stain in the bottom
      • The note lists 4 dates and, "Soaked in blood, buried in dirt"
        • Treasure Map - The dates and times can be researched to towns that when investigated there point to locations that Xeric's band was. Each has a unique piece of Xeric's armor.
    • Unique, SW(L), SE(O)
  13. Altar to Cir
    • East wall is altar
      • Two spears and basin with ash
        • Cir is worshiped
      • Tents for Kobolds
    • Smells like cat pee
    • 11 Kobold
    • Doors W(St)
  14. Mass Tomb
    • Walls show lines of rank-and-file soldiers marching into battle
    • Large wooden bins
    • Each full of bones, maybe 100-200 people's worth
    • Door E(L)
  15. Ritual Chamber: Xeric's Rites
    • A large stone table in the room with old stains
    • Numerous tools are scattered across the room and on a workbench
      • Medical and blacksmithing tools
    • A forge that is falling apart is in the southwest of the room
      • It has no coal or any trace of it
    • 5 Ghoul
    • Door EN(St) ES(Sh)
  16. Guard's Room
    • Tables and chairs that look hundreds of years old are around the room
      • Old horn tankards are still sitting on some
      • Could seat close to 20
    • Old barrels that once held ale are all dried up
    • Door S(Sh)
  17. Bone Piles of the Vanquished
    • Pillars of skulls that have been cemented together reach to the ceiling
      • Skulls had metal on them and it has since been chipped off
    • 3 Goblins
    • Door W(O) E(St)
  18. Last Larder
    • Crates barrels and shelves are everywhere
    • 4 Dead Goblins
      • One is crushed under a barrels
      • All have holes bored through them
      • 12 Rot Grub
    • Door WN(Sh) WS (Sh) S(St) E(O)
  19. Stolen Sarcophagus
    • Several busted wooden coffins line the room
    • 3 corpses of lizardmen look half-eaten
    • 2 Lizardmen starving, -1 to hit
    • Door S(Sh)
  20. Consort's Rest
    • A large pile of bones that have occasional flesh on them is in the room
      • Small broken arrows litter the floor
    • The walls are completely plain
    • Pile of junk in the NW corner
      - 2x Jade (100)(200)
      - 2x Calcedony (75)(150)
    • Trap 2-in-6 chance of poison arrow trap
      • Pressure plates in floors
      • Save or fall unconscious for 1d4+2 hours
    • Door S(L)
  21. Xeric's Right Hand
    • Ornate burial chamber with blackened stone walls
    • Intact Sarcophagus made of metal
      • 1 Vampire inside
        • Named Lannic
        • Will bargain
    • Faint scratching sound
    • Door, E(St)