THE SANGUINE DAWN INN - GROUND LEVEL
1 SQUARE = 5 FEET
7B 4A 3
4B
5 2C
7A
6 2B 2 1
8A 8B 2A
2 Ostenwold
THE SANGUINE DAWN INN 2 - Barroom
For generations, Ostenwold was a humble The barroom of the inn exudes a warm,
smattering of homes and farms along the river inviting atmosphere, though it lies eerily
Ost, a quiet, peaceful hamlet with little silent and uninhabited. Six sturdy wooden
connection to the outside world. Thirty years tables are meticulously arranged across the
ago, two retired adventurers, the human Horst room, each set with fine cups and plates, as
Blackfoot, and the elf Déulara Tauranis, chose if expecting guests at any moment. The soft,
to settle down and spend their hard-earned flickering glow of candles, strategically
gold on building The Sanguine Dawn Inn. At the placed on the tables and in sconces along
time, it was the only safe resting place for the walls, casts dancing shadows and adds a
travelers on the long march between civilized cozy, albeit slightly unsettling, ambiance. A
areas, and soon became a regular stopover for grand bar stretches along one side of the
merchant caravans and traveling nobility. room, its polished wooden surface reflecting
the candlelight, showcasing an array of
Before the people of Ostenwold mysteriously glasses and bottles lined up as if awaiting the
vanished, The Sanguine Dawn featured innkeeper's hand.
everything you needed for a restful stay: a
roaring fireplace, a warm bath, a stage for Dominating the southwestern wall is a huge
traveling bards, comfy bedrooms upstairs with fireplace, its large hearth appearing like a
a view, a fully stocked kitchen—and a secret welcoming beacon. However, the crackling
trapdoor behind a bookcase leading to an flames seem to play tricks on the eyes,
underground chamber and the tunnels beyond. creating illusions in their leaping light. This
massive fireplace serves as a natural divider
between the barroom and the stateroom,
1 - Porch hinting at further mysteries and comforts
beyond. The whole scene is a paradox, a
A dense, mysterious fog blankets the area, space fully prepared for merriment and
creating an almost ethereal atmosphere. company, yet hauntingly devoid of life, as if
Standing prominently amidst this mist is a frozen in time just before its patrons vanished
well-kept building, its wooden structure into the mist.
exuding a sense of welcome despite the
eerie surroundings. A sign gently sways in Characters who spotted the creature moving
the fog, depicting a blood-red sun rising inside this room from Area 1 might want to
against a dark sky, silently beckoning observe the room, looking for signs of life (or
travelers. The front porch of the inn is otherwise). A successful DC 10 Intelligence
shrouded in the thick fog, adding to the sense (Investigation) check identifies bare footprints
of isolation. Through the windows, clouded on the floor boards, coming and going from the
by the mist, you catch a fleeting glimpse of various doors, but all inevitably disappearing
movement within the barroom. For a into the room to the southwest (Area 3).
moment, it seems as if someone—or
something—is there, but it quickly vanishes, Treasure: Crossbow. Characters who actively
leaving you questioning whether it was ever search the bar discover a loaded light crossbow
there at all. The silence that follows is pinned underneath it. The bolt in the crossbow
profound, as if the inn itself is caught in a is silvered, as are the other nine bolts kept in a
moment of suspended anticipation, awaiting small box within reach of the weapon.
the unfolding of unseen events.
The thing the characters witnessed was one of
the ������ from Area 4. It slithers back to the
dining area to alert the others of the characters’
presence.
The double doors to the inn are unlocked. If the
characters stand on the porch long enough,
one of the doors opens with a slow creak.
The Sanguine Dawn Inn 3