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CREDITS

Creator: Peter Kuna


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All art and content within this adventure was created by Peter
Kuna and only serves the purpose of you having fun within your
tabletop adventures.
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Peter Kuna and published under the Community Content Agreement for Dungeon Masters Guild.

1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
The Adventure ................................................................... 3
The Story Overview ............................................................. 3
DM Details – The full story ............................................... 3
Preparations ......................................................................... 3
PCs ..................................................................................... 3
NPCs and Foes ................................................................. 3
Description – The Bathhouse .......................................... 4
General Characteristics ................................................ 4
Staff Description ............................................................ 4
1, 1A –Receptions............................................................5
2 – Apodyterium.............................................................5
3 – Frigidarium ...............................................................5
4 - Palaestrae ..................................................................5
5 – Forum ........................................................................ 6
6 – Tepidarium .............................................................. 6
7 – Massage .................................................................... 6
8 – Calidarium ............................................................... 6
9 – Laconica ................................................................... 6
10 – Great Hall ............................................................... 6
11 – East Reservoir .........................................................7
12 – West Reservoir .......................................................7
13 – Latrines ....................................................................7
14 – Service Entrance ................................................... 8
15 – West Corridors ...................................................... 8
16,17,18,19,21 –Domes ................................................. 9
20 – East Corridor ......................................................... 9
Scene 1 – Arrival and Preparations ................................. 9
Scene 2 – The Meeting ..................................................... 10
Scene 3 – The Confrontation .......................................... 10
Resources .......................................................................... 11
Bathhouse – Main Floor .................................................. 11
Bathhouse – Service Tunnels ......................................... 11

2
THE ADVENTURE • Scene 2 – The Meeting

The negotiating parties arrive to the premises and


engage in the informal and formal parts of the meeting,
THE STORY OVERVIEW using a set of the complex’s services. The Cutthroats
Lord Eleanor Cabrygg and Lord Faresi Kontare are sabotages start to come to play, trying to create chaos,
scheduled to arrive at the bathhouse soon. This is and cause distrust through their built-in agent.
important, the deal must be made for the good of this After bathing, an official meeting starts to nail down
continent. Not everyone is happy about the promise of the technical details of the peace treaty.
peace between these two rivals though. War creates... • Scene 3 – The Confrontation
Opportunities for some.
Upon the sabotage failing, and peace being at hand,
The safety of such a fragile meeting would be tipped
the Cutthroats will try a last effort to kill the two Lords.
off by them having their own guards on the premises –
The party will need to defend them and make sure the
the smallest misstep would end in a bloodbath.
situation gets under control.
Therefore, the two parties agreed to outsource safety –
to you adventurers. Your fame and impartial behavior
Alternatively, you can play the adventure through the
are well known, and as far as this frail situation goes –
side of the Cutthroats and try sabotage the negotiations.
the peace of the meeting is in your hands.

DM DETAILS – THE FULL STORY PREPARATIONS


Eleanor and Faresi are two powerful political rivals, the
To start the adventure, share the premise with the party
main catalysts of an armed conflict crippling the lives of
and jump right into Scene 1. Behind the scenes you will
thousands. Both realized that the bloodshed will not
need to orchestrate the meeting. To determine
come to a swift end, and the advantages that they had
effectiveness of the negotiations, on a 1-100 scale you
hoped for, slowly disintegrated into a lose-lose scenario.
will be tracking distrust of the negotiating parties. Upon
Both now look for peace, but it is easier said than
arrival their distrust level is 50, and disruptions will
done. Multiple outlaw organizations (most prominently
increase, smoot negotiations will decrease their distrust
the Cutthroats) want this war never to end, as it provides
levels. An arrangement will be made if the distrust meter
them fertile ground for their illegal activities. They will
reaches 0, and the meeting will be called off if the meter
do everything in their power to make sure the
reaches 100.
negotiations fail.
To assess distrust, use the following scale at each
The Cutthroats will prepare multiple ways to hinder
“station” of the lords’ bathhouse journey.
the negotiation, and stir chaos, even resorting to turn
the peaceful meeting to a bloodshed. Evaluation of the events Effect on distrust
The 2 parties, the entourages of Cabrygg and Kontare Major success of keeping peace -(1d10+10) distrust
arrive to the bathhouse with no foul intent, but are on Slight success of keeping peace -(1d10+5) distrust
the edge, not knowing if the other party is on the same
opinion. Slight failure of keeping peace +(1d10+5) distrust
The players do not know the relationship of the 2 Major failure of keeping peace +(1d10+10) distrust
parties either. All they know is the fact that the situation
is tense and there are external forces that for sure want The players will be able to identify the change in
this meeting to fail. dynamics with the meeting getting more tense or more
The parties’ task will be to prepare for the event and friendly as described by you, the DM.
provide safety within the establishment, while there is a You can run the adventure in theater of mind, with
hidden culprit working with the Cutthroats among the showing the map and orienting yourself by the players
staff, sabotaging wherever they can. decision of where they want to be located within the
The adventure is split into 3 scenes, and a full complex or set up a real life or virtual tabletop for the
operating guide to the services of the bathhouse. The same purpose.
operating guide is most important for you as a DM to
plan the sabotages and other problems, but you may or PCS
may not want to share it with the players through NPCs. PCs in this adventure are Level 3 and will stay as such.
It can add to the fun if they do not completely know how You will need 2-4 players. There are no limitations to
the bathhouse operates. their skills and backgrounds. If you wish to, you can have
• Description: Bathhouse one saboteur within the group who wants to hinder the
negotiation but have at least 2 honest protectors. The
The full description of the bathhouse, operating devices, existence of the saboteur should be kept secret if
active effects, dangers, and opportunities. The possible.
description will cover all aspects of the main floor and
the service routes that are built into the walls at about 15 NPCS AND FOES
feet height and allow for access to the roof of the Bath. The adventure contains NPCs for the operating workers
• Scene 1 –Arrival and Preparations of the bathhouse, the entourages of the two lords, the
Cutthroat infiltrators, and the lords themselves.
The adventurers arrive to the Bathhouse, get For the lords, entourages, and staff you can use the
presented with the task at hand and get a tour of the Peasant stat block, for the infiltrator Cutthroats use the
facility. They then prepare for the meeting as they wish. Bandit and Bandit Captain stat blocks.

3
DESCRIPTION – THE BATHHOUSE STAFF DESCRIPTION
The bathhouse operates with the help of the following
The below chapter will describe the general layout and
staff roles, all are in place during the adventure if not
operation of the bathhouse. Certain areas will be referred
ordered otherwise. Removing a specific staff member
to by their number – e.g. (12). The description serves the
will render some parts of the bath out of order, unless
DM with information to help introduce the players to the
players take over the tasks, and pass relevant skill
areas, and to help evaluate certain activities, ambushes,
checks.
or sabotages. From (1) to (13) the establishments
For the workers you can use the Peasant stat block.
available on the main floor are described. From (14) –
(21) the service routes are described which are built into
Receptionist (2 people)
the walls and the ceiling connecting the domes.
Receptionists are the face and voice of the bathhouse.

GENERAL CHARACTERISTICS They greet guests, orient them, and make sure they
know everything to have a good time.
The bathhouse is built of thick, smooth stone walls,
To replace a receptionist the PC needs to spend work
and has an old look of elegance to it. The walls are cold
time in (1) or (1A) and make a DC12 Charisma check.
and high, light is provided through the numerous glass
Providing reception services takes 1d4-1 hours. Upon
domes on top of the building. All the chambers have 15
failure, distrust increases in accordance with a “slight
feet high walls, which for the large halls continue in the
failure” and the operation of bath utilities might be
glass domes providing a spacious interior. The chambers
compromised – upon DM discretion.
not having domes on top of them have a flat ceiling in
which the service routes are running.
Butler (5 People)
Most of the building is an area of recreation and is
Butlers are the backbone of order and cleanliness
available for visitors, apart from (11), (12) and part of
inside the facility. They cover the full building and put
(13).
any unorderly items back in their places, provide
There is no specific heating provided aside of the
chambers with relevant resources, and help guests if
heated water in the establishment and the heat of the
they have questions.
walls around (9). The establishment operates only in the
To replace a butler a PC needs to spend work time in
summertime.
(3), (4), or (10). Providing butlery services takes 1d6-1
Lighting is provided only through natural means. The
hours. During work the PC may or may not notice
illumination is solved by the domes on top of the
sabotages, infiltrators, or other issues within the
chambers, detailed in later chapters.
bathhouse, upon passing Perception checks.

4
Operator (3 people) thick colorful curtains and are only 10 feet in height.
Operators spend time in the upstairs service corridors There is no light provided here, but the floor is
and along the pool sides, making sure all water-based cushioned, and there are lockboxes for personal storage
facilities operate as planned. available inside. There is a slight scent of cinnamon in
To replace an operator a PC needs spend working time these chambers to elevate the elite feel and provide
in the service corridors above the bath and needs to special treatment. These chambers upon being occupied
make a DC14 Intelligence and a DC12 Dexterity check to will not be handed over to other guests, this is signaled
provide the same quality service as the trained by the curtain being closed. All open curtains mean a free
professional. Providing operating services takes 1d4+3 chamber.
hours. Upon failure, distrust increases in accordance Sabotage options: Any item stored in the Apodyterium
with a “slight failure” and the operation of bath utilities is subject to theft or being tampered with.
might be compromised – upon DM discretion.
3 – FRIGIDARIUM
Logger (2 people) The heart of the bathing complex, a cold bath with
Loggers chop wood and provide heating to the furnace regulated water in- and outflow. The Frigidarium is lit
area, and fireplace - heating the water for the by the highest glass dome of the Bath, from 60 feet
Calidarium, Tepidarium and Laconicas. upwards. The pool is 4 feet deep and houses seating
To replace a logger a PC needs to spend work time in arrangements to the sides in acoustically closed small
(11) or (12) and needs to make a DC12 Strength and a chambers (for 2 individuals) and in the middle at tables
DC14 Constitution check to provide the same quality and stone desks in the water (for up to 8 individuals).
service as the trained professional. Providing the heating Entering the pool is possible through stone steps, and
service takes 1d6+1 hours during the day. Upon failure, the water level of the pool itself is about 2 feet below the
distrust increases in accordance with a “slight failure” general floor level of the establishment. The pool is tiled
and the operation of (8), (9) and partially (2) are affected on the bottom and sides with the same tiles as the
adversely. reception area.
The walls of the Frigidarium are adorned with
Cook (1 person) carvings of old heroes, and decorative columns. Between
The cook provides snacks and supplies the Great Hall 4 columns on the south side there is passage to a side
with food for uninterrupted and relaxing discussions. chamber, able to house up to 12 people, with stone desks
To replace the cook a PC needs to spend work time in to the side. This side chamber is the point of entry for
(11) and needs to make a DC12 Wisdom and a DC12 both cold and lukewarm water, at 15 feet height. In the
Constitution check to provide the same quality service as chamber only the 2 circular pipe outlets are visible,
the trained professional. Providing food takes 1d4+2 spewing water and barred with grates. The sound of the
hours. Upon failure, distrust increases in accordance flow makes discussion impossible to hear from afar. The
with a “slight failure”. chamber is lit through the main dome but has a smaller
stone dome (15 feet) on top.
In the main chamber of the Frigidarium, on the south
1, 1A –RECEPTIONS east side there is an overflow control, helping to keep
The entrance to the facility leads through small stone water fresh. The overflow leads to a small underground
steps and a 15 feet high stone arch. Straight after pipe which ends in a nearby river.
entering, the fresh smell of humid air greets the The water is transparent, blueish green in coloration,
travelers. and its smell and color depend on whether fragrances
The floor is intricate art by itself, the tiles are laid in were added at the reservoir.
perfect order, and in some places are covered with rich, Sabotage options: The water flow can be stopped, the
thick rugs. Right at the entrance a functional wooden overflow can be clogged, and the water can spread
table and a smiling receptionist awaits the arrivals. fragrances that contain poisonous fumes.
Behind them 2 small racks, with towels and robes on
them – various colors and sizes. Under the table a small 4 - PALAESTRAE
lockbox, containing the entry fee collected within the An exercise area covered with a large glass dome; 40 feet
establishment. The ceiling here is flat, light is provided high. In between the tiles, the center is fertile ground,
from the Apodyterium’s dome. built into the bathhouse, as an internal garden.
Sabotage options: Poison needle in a towel presented Maintenance is a task of the butlers – watering plants
to the guests, manipulated receptionist (drunk, tired, or and the lawn, organizing the games and exercise
missing). The entrances can be used for foes to enter in equipment.
case of a direct attack. The chamber’s walls are adorned by framed paintings
of landscapes, in dark wooden frames. The west wall
2 – APODYTERIUM houses a library, with seating arrangements all around
The Apodyterium is the dressing room of the bathhouse. the chamber.
In the middle of the building under a 40-foot-high glass In the middle there is place for a ball game, and
dome is the main Apodyterium. It houses smooth desks weights for lifting and physical exercise.
and chairs and is partially separated from the reception The center houses multiple large pots – with exotic
and Frigidarium area with a red curtain at all entrances. flowers and trees growing inside – giving a sweet scent
The hall contains a lot of items but still echoes due to the to the chamber. The air is humid thanks to the plants
acoustics of the glass dome. Aside of the chairs and desks and the vicinity of the pools.
used to help undress, there are 3 wardrobes that serve as For the less active, the chamber houses a card game
common storage for clothes of those who arrive to the table as well.
facility. All equipment and games are to be found on the
To the sides of the building there are private chambers shelves to the side. The chamber also hosts small, empty
in exchange for a higher cost. They are separated by

5
side chambers allowing for concealed discussions that Sabotage options: The room’s ointments are easy to
the parties would not like to conduct in the open. change to different, more dangerous substances. The
Sabotage options: The area contains many places to butler carrying out the massage can be a weakness, if
hide explosive devices. The games’ elements can be their ability to deliver service is compromised, the
exchanged to dangerous items (e.g. cards, balls to clients will become exhausted.
magically active counterparts that deal damage or
influence the minds of anyone interacting with them). 8 – CALIDARIUM
The Calidarium is a large circular chamber with a
5 – FORUM warm water pool, and seating arrangements in the sides,
The lounge areas connecting the bathing and recreation and in the center. The pool is 3 feet deep and is sitting on
chambers are adorned with potted plants and soft, an elevated platform, with a hole underneath. The tiles
cushioned seating. These places can be used for casual in the pool are warm to the feet. The air and the pool
discussions. itself are steamy, wet and the walls are always moist.
The chambers are 15 feet high, on top of their ceiling There are 2 sets of piping leading to the pool at 12 feet
run the service corridors. These chambers do not echo, height, the western pipe emitting warm water, the
but discussions can be heard from afar, as stone walls do eastern emitting cold. They are both barred off with a
not muffle the sounds. There are no doors separating the grate. On the wall there is a golden plated statue, shining
forum from other parts of the establishments. 8-12- in the sunlight emitted through the glass dome adorning
foot-high arcs lead from the forums to other chambers. this chamber, and giving the Calidarium a rich yellow
Sabotage options: The Forum does not host any hue.
dangerous items, but from the service corridors there is The open area under the Calidarium is only accessible
an opportunity to overhear discussions and, in some through the (12) and is used to indirectly heat the pool
places, to interfere with them by dropping items or with the help of the fires creating hot air to the western
firing ranged weapons through service doors. side. The area is 3 feet high, and on its east side it has a
service door (1 foot by 1 foot) that can be opened from
6 – TEPIDARIUM both sides and let off pressure.
A spall chamber with red stone floor, a brazier of Every 5 feet square area of the Calidarium is held up on
incense, a small desk, and a hot water basin. The this platform by small pillars. The pillars are 1 foot by 1
chamber’s air is warm, heated by an airhole inside the foot wide.
east wall, that leads the smoke of the water heating fires Sabotage options: The Calidarium is a sensitive
out of the bath in between the west and middle domes. operation and has many ways to sabotage. Messing with
The basin is supplied by the operators or loggers with either the hot or the cold-water supply, messing with
near boiling point water, maintaining an always hot the indirect heating system to the west, detonating some
basin content. of the pillars underneath that hold up the Calidarium can
The chamber is open to the public but is separated all have bad or even disastrous impact on the bath.
with stone doors, which are always shut to keep the hot Aside of this, the mist has an effect like that of a Fog
air inside. Cloud and is permanently covering the Calidarium’s
The bathers use their hands to apply the hot water on area.
their skins, which through a 1-inch hole in the east side
wall near the ground disappears into the same piping 9 – LACONICA
used to get rid of excess water from the pools. Small chambers with superheated back walls, tightly
The ceiling has a small hole to communicate and closing stone doors and small wooden benches inside.
exchange items with operators in the service corridors. One of the chambers houses a water basin, which is used
Sabotage options: Clogging the drain is easy and will by guests to spill water to the hot back wall creating a
make it so that excess water can’t leave the chamber, humid atmosphere, the other chamber is completely dry.
eventually causing an overflow. Clogging the heating The 2 chambers house no more than 3 people each and
airhole that originates from (12) may result in toxic are used in small bursts of time (5-10 minutes) for
fumes seeping into the chamber or an explosion due to relaxation purposes.
increased pressure. Their heating is provided by a logger, from (11).
The fumes and excess heat leaves through an opening
7 – MASSAGE on the north side, to the outside world, and to ensure the
A small room with stone floor, and tapestries adorning smooth operation of the process, a service door is
the walls. The room is separated from the other areas available through the second-floor service corridors
with doors and hosts a single massage table in the accessing the Laconicas.
middle, with small shelves to the side housing Sabotage options: Upon being locked in the chamber
ointments, oils, and fragrances. The air and floor here is for more than 10 minutes, the visitors are at risk of
warm and dry, before entering the chamber, the visitors falling unconscious and eventually die due to the heat.
must wipe clean. The chamber can only be used upon Having the ventilation hole tampered with might
request, in return of a payment for the services. The result in toxic fumes spilling from (11) to (10) or the
place is operated by a butler, each time having to make a rising pressure might cause an explosion breaking the
DC12 Dexterity and a DC10 Intelligence check to back walls of the Laconica.
determine effectiveness of the massage. Upon 2
successes, the client is fully satisfied and gains the 10 – GREAT HALL
benefit of a short rest. Upon one success the massage has A large glass domed elegantly decorated dry chamber.
no effect. Upon 2 failures, the client gains 1 point of The room houses tables with different kinds of sweet
exhaustion. and salty snacks, cushioned seating, wall paintings of
On the ceiling there is a hole towards the service famous heroes, potted flowering plants and has smaller
corridors, which can be used to communicate quickly meeting tables to the side for more personal discussions.
and without sound with operators above.

6
The floor is made of polished marble and is cleaned by the occasional visits of magic users being able to
regularly to make sure it remains dry. This room is used conjure water. In the Reservoir area there is an access
to refill calories, and rest from the hardships of the bath. point to the service corridors that are connecting areas
Sabotage options: The most obvious option is the food. atop the bathing complex.
Poisoning or exchanging it with other non-desirable The area houses a storage (mainly for towels and
substances can cause trouble. buckets used to move hot water around).
Most importantly, this area hosts the indirect heating
11 – EAST RESERVOIR for the Tepidarium and the Calidarium through airholes
The East Reservoir area contains a large, 15-foot-high to the north direction inside the wall, and through the
water container. The container is double walled, with an heated area under the platform of the Calidarium. The
outside stone and an inside wood barrier. The water is heating system also contributes to the water’s warmth
supplied through the south side aqueducts from the through directly heating the west piping.
outside, and by the occasional visits of magic users being From the east side of this area is the only place to
able to conjure water. In the Reservoir area there is an enter the 3-foot-high heated hall under the Calidarium.
access point to the service corridors that are connecting Sabotage options: Tampering with the water supply
areas atop the bathing complex. has effects on all elements of the bath house. Tampering
The eastern hall is also used to prepare and produce with the heating has impacts on (6), (8), a slight effect
food and wash the dishes. Used up materials are on (3).
restocked from the west side storage of (13) after closing
each day. This area houses a fireplace, that is used to
heat the Laconicas back wall. 13 – LATRINES
Sabotage options: Reaching the access tunnels atop The latrines area is right next to a small material
the establishment opens multiple ambush opportunities. storage. It is 8 feet high and houses small pots that open
Tampering with the water reservoir influences all the to the north side allowing access to the butlers to clean
bath chambers. the waste. There are freshwater buckets and clean towels
to tidy up after business is done.
12 – WEST RESERVOIR Sabotage options: Manipulating the latrines is
The West Reservoir area contains a large, 15-foot- possible through the cleaning holes in the wall.
high water container. The container is double walled, Tampering with the water in the buckets is also an
with an outside stone and an inside wood barrier. The option.
water is supplied through the south side aqueducts, and

7
In the west corridor there are points of interest
14 – SERVICE ENTRANCE marked with a black circle on the map above. These are
The west and east side of the reservoir, and a small as follows:
chamber next to the Calidarium houses a wooden ladder Roof entrances: Small, 6 feet long ladders lead to the
that allows entrance to the above-head service corridors roof through semi-covered 2 by 3 holes. On the roof the
through a 15-feet climb. The entrance itself is cut into players have access to move freely, except for the glass
the stone and is 5 by 5 feet in size. The ladder is not fixed domes, which count as difficult terrain and will have a
tightly to the entrance, can be moved, and replaced if chance to shatter upon more than 1 person stepping on
needed. The ladder counts as difficult terrain in any them.
combat encounter. Large creatures need to pass a DC13 Service windows: The Massage room, the Tepidarium,
Strength Saving throw to fit themselves through the the Calidarium and the Frigidarium are all accessible
entrance hole. through the service corridors, through 2 by 2 feet holes.
Sabotage options: These entrances lead to multiple These small windows are shut with wooden panels,
locations with great views on different parts of the bath which are removable only in the direction of the service
complex, while the viewer will mostly remain hidden corridor. They are visible (though hidden) for the
from those below. This makes it extremely important to visitors below, and are used to relay information quickly
keep the service tunnels under control. between staff, and provide smaller items through them
The tunnels also allow for the operators to work the – lifted and lowered with small ropes, without needing
equipment used to supply the establishment with water to enter the chambers.
and trigger the strength of the water flow though valves. Valves: The west corridor houses 1 valve which
controls water flow towards the heaters and the
15 – WEST CORRIDORS Frigidarium. The valve can be regulated and contributes
The west corridors are built into the wall atop the to how hot the facility’s water is.
bathing complex, in between the glass domes. At any Sabotage options: Among others, the view on the
given point, the players in the corridor are located 15-20 rooms allows for sneaky weapon attacks, aside of this -
feet above ground level, separated with 1 foot of stone blockage or breakage of the valve, access to the roof,
and 3 inches of wooden planks from the chambers below breaking the glass domes, and in general hiding for later
- which serve as flooring for the corridors. ambushes, or travelling unnoticed between service
The walkways are 3 feet wide and 5 feet tall. Above entrances are all possible.
them lies the roof of the establishment.

8
16,17,18,19,21 –DOMES Valves: The east corridor houses 3 valves which
Large, 20 feet high constructs (with exception of the control cold-water flow towards the Frigidarium and
Frigidarium dome which is 30 feet in height), made of Calidarium. The valves can be regulated and contribute
glass, unsegmented, created through magical means. to how cold the facility’s water is.
The construct is fragile, upon having the weight of 2 Sabotage options: Among others, the view on the
medium sized creatures on it, it has a 70% chance to rooms allows for sneaky weapon attacks, blockage or
shatter, with 3 creatures, it shatters instantly. On the breakage of the valve, access to the roof, breaking the
sides of the dome there is an easy way for creatures on glass domes, and in general hiding for later ambushes,
the roof to walk around and look inside the chamber or travelling unnoticed between service entrances.
underneath. Such creatures have 3 quarter cover and
have advantage on any of their Stealth checks against SCENE 1 – ARRIVAL AND
creatures below. PREPARATIONS
Sabotage options: The dome can be shattered at any
A receptionist greets the adventurers and shows them
time causing chaos and damage to the creatures below.
around the bath, introducing the workers, and the services
After it is shattered, a 20-foot drop allows creatures to
the facility provides.
enter the first floor of the bath through the roof.
Describe the bath and walk through with the guidance
of a receptionist. Provide a basic description of the
20 – EAST CORRIDOR services and the areas of the first floor, not detailing any
The east corridor is built into the wall atop the bathing sabotage options, but calling them out if the players
complex, in between the glass domes. At any given point, specifically ask for them.
the players in the corridor are located 15-20 feet above The tour would be hosted in the following direction:
ground level, separated with 1 foot of stone and 3 inch of (1), (2), (4), (13), (12), (7), (12), (6), (5), (2), (1A), (5), (8),
wooden planks which serve as flooring for the corridors. (11), (9), (10), (2), (1A).
The walkways are 3 feet wide and 5 feet tall. Above The receptionist serves as the single most important
them the roof of the establishment is located. information source for the players to plan of the event.
In the east corridor there are points of interest marked After the tour he should still be at the player’s service for
with a black circle on the map above. These are as any questions. He does not have a lot of information
follows: about the event though – all he knows is that the next
Roof entrances: The small, 6 feet long ladders lead to day the bath is closed for the public, and sometime
the roof through semi-covered 2 by 3 holes. On the roof during the day about 20 people (10 each side) will arrive
the players have access to move freely, with exception to and occupy the establishment. He does not know what
the glass domes, which count as difficult terrain and will their plan of action and order of using the bath will be,
shatter upon more than 1 person stepping on them. those are going to be decided “on the spot” by the 2
Service windows: The Laconicas, the Forum and the parties.
Frigidarium are all accessible through the corridor, He does know though, that the event is of interest to
through 2 by 2 feet holes. These small windows are the Cutthroats.
shut with wooden panels, which are removable only in In the background you can chose (roll randomly) for a
the direction of the service corridor. They are used to built-in person of the Cutthroats within the staff. They,
relay information quickly between staff, and provide (or if one of the party members) are the culprit and
smaller items through them, without needing to enter should start preparing sabotages in accordance with the
the chambers. bathhouse descriptions during this day.

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SCENE 3 – THE CONFRONTATION
SCENE 2 – THE MEETING Closing the negotiations and shaking hands for peace.
The next day, the 2 parties arrive and visit the bath. This scene does not play out if at any point the distrust
Atthis point of time, any planned sabotages will start to meter reaches 100. At that point, the meeting is cut short
play out and the players will try to keep the peace inside and every guest leaves. In this ending, the party fails to
the bath, wherever the guests go. The two parties arrive complete their obligations.
at different sides, (1 and 1A) And follow the following Upon the parties getting to the end of the bath journey
path, spending at least 10 minutes in each spot. (1A), (2), and sitting down to meet at the Great Hall in an official
(3), (5), (6), (7), (4), (8), (5), (9), (3), (10) environment, or at any point before this moment with
In simple words, the pathing is as follows: The parties the distrust meter reaching 0, the parties will come to an
arrive at the 2 entrances, get handed towels, and make agreement and the mood of the meeting will shift to a
their way to undress. They then dip into the Frigidarium positive tone. Explain that as the parties gather to finish
and spend some time with informal banter. Afterwards, the meeting in a friendly manner, a set of bandits rush
slowly in groups of 3-4 they leave, dry off in the Forum, the establishment, with the goal to kill the 2 lords. Their
and visit the Tepidarium to warm up. The 2 lords visit entry points can be (1) and (1A), or the roof entrances
the Massage room, and the parties spend time in the through the service corridors (14).
Palaestrae playing cards and ball. Afterwards all make 1d10+5 Bandits and 1 Bandit Captain will come, not
their way to the Calidarium and spend a significant time sparing anyone in their way. The party must protect the
here. Then, everyone dries off in the Forum and they lords and as many people as they can.
spend some time eating in the great Hall and enjoying When they resolve the fight, the adventure ends peace
the hot air in the Laconicas. Shortly after, they take a is sealed if the two lords survive and the bathhouse
final Frigidarium dip and sit down at the side of the returns to its normal order of business.
Great Hall to finish The Negotiations.
At any point of time, some parts of the guests will visit
the Latrines as well.
You as a DM can play out sabotages at any given point
of time and the players can try to identify any tampering
before them taking effect- maintaining the .
uninterrupted operation, plus trying to catch the culprit.
Depending on how the event transpires, evaluate
distrust (roll for its effect), and let the players know of
the current mood of the negotiations.
Do not hesitate to break the bath – destroy glass
domes, shatter the Calidarium, explode the heating in
the walls – this is your playground, nothing is saint
when it comes to stopping the negotiation.

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RESOURCES
BATHHOUSE – MAIN FLOOR

BATHHOUSE – SERVICE TUNNELS

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