Ask me in December if this is a #dungeon23 challenge.
means of a Great Stair, built of fire, brimstone, silver, and memeory.
After his reign ended, the Baker's Guild took advantage of the endless gout of hellfire that poured out of
where the Stair emerged from the ground, and built ovens over it. The bakery, Hellsbreath, produces
strange and powerful goods, and the Baker's Guild has gained influence across the material world and
Many guilds and factions covet the ovens of Hellsbreath. The weaponsmiths would have them as their
forge. The alchemists would stoke them to fire their crucibles. The Church's interest is well known,
although they will not share disclose intentions. And of course everyone knows that, through the fiery
door of the ovens, lies the mythic underworld and its untold mysteries and riches.
What brings you to Hellsbreath?
A rival faction has sent you to spy on and undermine the Bakers.
There are magical secrets that can only be learned here.
You, or a patron, need to find and speak to a particular shade.
You, or a patron, seek a boon from the Master Bakers.
You, or a patron, want to make a deal with a devil.
You would plunder the Underworld.
1. Baker's Square
A large public square, hemmed by statues of city luminaries of yore.
Center: an elaborate fountain, topped by a 20' marble statue of the Prince of Hell.
Fountain pool is filthy and diseased, but contains 1d12x100 copper pieces.
The statue is probably a secret door to somewhere I haven't figured out yet.
The doors are deep green with verdigris, but a great bas relief face, split down the middle where the doors meet, is polished and bright. This depicts the face of the Prince of Hell, and great hoops dangling from his earlobes serve as both knocker and door-pull.
A smaller door is set in the gates for foot traffic. It is guarded by 2 dough golems and Brother Porter. They will only allow entry to those Brother Porter considers as having a legitimate interest (e.g. expected
supplies for the bakery, a letter of introduction from someone very important, or sufficient funds to be a
possible patron of the guild).
by the likes of the aspirants. Has an alarm bell if things go badly. He outclasses beginning-level adventurers
in terms of implacability.
beginning adventurers in combat strength.
Aspirants: The public square is crowded day and night by aspirants desperate to gain access to the
bakery's wares. Rolling each column below or picking and choosing, generate several individuals or
groups for the players to interact with. Note: all of these aspirants are deluded and their plans to get
through the gate will fail.
from the square. Once the square is clear, they open the gates so that one of the following can either
enter or leave:
A noble's carriage
A merchant's carriage
Wagons of mundane supplies (vegetables, fruit, flours)
Armored wagons of exotic supplies (spices, magical ingredients)
Envoys from another guild
The faculty of a wizard's school on a large magic carpet
A warband mounted on giant boars/mechanical goats/armored gorillas
A dragon or other large mystical creature
Commentary: This first room of the dungeon is a puzzle of the "obvious door, hidden lever" type. The PCs
can't fight or talk their way through the gates. They need to think more laterally than that. This can be a f
rustrating choke-point, right at the beginning of an adventure, but there should be lots of colorful social
interaction with the aspirants for the PCs to interact with. Hopefully that will spark ideas. And since they
haven't passed through the gates, yet, they have access to literally the rest of the world should they want
to do anything. Or, skip all this and start the PCs out with a letter explaining that they have legitimate
Hey! Here's a bunch of #dungeon23 projects to check out.