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  1. Lowki's The Blood Plague
  2. Lore

REDHAVEN CITY HALL

REDHAVEN CITY HALL – DUNGEON POI

“The Place the World Forgot”

Type: Fortified Civic Building / Child Micro-Society Stronghold
Threat Level: High (psychological), Variable (combat)
Primary Faction: The Children (Azrael’s Group)
Infected Presence: Low inside, Heavy outside perimeter
Status: Sealed. Lived-in. Controlled.


EXTERIOR – THE KILL ZONE

1. The Steps & Barricade Line

Visual:

  • Sandbags, overturned cruisers, shattered bus embedded at angle

  • Two Browning emplacements still mounted, empty belts hanging like dead snakes

  • Military bodies half-skeletonized, fused into plague gore

Environmental Story:
This is where the soldiers died buying time.
The infected never breached the doors.

Threats:

  • Noise draws roaming hordes from nearby streets

  • Blood-plague residue causes mild hallucinations after prolonged exposure

  • Sharp debris everywhere (movement penalties)

GM Note:
Let players feel watched here. From the windows. From the shadows. From above.

They are.


GROUND FLOOR – THE FILTER

This level is designed to measure intent.

2. Main Lobby – The Empty Promise

Visual:

  • High ceilings, shattered chandeliers, dust motes in light shafts

  • Reception desk overturned

  • “WELCOME CITIZENS” banner half-burned

Details:

  • Children’s handwriting on pillars: “QUIET”, “WAIT”, “NO RUNNING”

  • Crates stacked behind the metal detectors

Threats:

  • Tripwire noise traps made of tin, forks, glass

  • Pressure plates tied to hanging debris

Loot:

  • Basic medical supplies

  • Old evacuation maps

  • Ration crates (already inventoried by Azrael)


3. Security Checkpoint

Visual:

  • X-ray machine repurposed as barricade

  • Riot shields welded together

  • Bullet holes in ceiling tiles

Story:
This is where the caretakers died.

There are still dried handprints on the wall.

Encounter Options:

  • Children watching from behind bulletproof glass

  • Or: Empty… but you feel observed

GM Note:
No ambush here. This is the warning layer.


WEST WING – THE YOUNG ONES

This area is sacred.

Violence here should have consequences.

4. Permit Office – Nursery Conversion

Visual:

  • Sleeping bags in rows

  • Stuffed animals scavenged from elsewhere

  • Drawings on the walls: houses, people, fire

NPCs:

  • Ages 8–10

  • Quiet. Watchful. Not scared.

They will not scream.
They will stare.

And one will leave to get Azrael.


5. Records Room – School Space

Visual:

  • Whiteboards salvaged

  • Lesson plans written in marker

  • Books stacked by difficulty

Teacher Role:
One of the older kids, rotating.

Azrael insisted on literacy continuing.

Tone:
Disturbingly normal.


EAST WING – THE WORK

This is where they earn survival.

6. Procurement Office – Inventory Control

Visual:

  • Crates labeled in neat handwriting

  • Color-coded tape

  • Charts on the wall tracking usage

This is Azrael’s system.

Not sloppy.
Not desperate.

Controlled.

Loot:

  • Food

  • Batteries

  • Medical kits

  • Radio parts

But taking without asking will be noticed.


7. Hall of Administration – Fabrication Zone

Visual:

  • Tables with tools

  • Duct tape, wire, knives, scrap

  • Armor pieces made from plastic signs

Children at Work:

  • Reinforcing backpacks

  • Sharpening tools

  • Sewing

They do not stop when players enter.

They glance.
Then continue.


CENTER CORE – THE BRAIN

This is where it gets uncomfortable.

8. City Council Chamber – Command

Visual:

  • Desks pushed into a circle

  • Maps on the floor

  • Routes marked in chalk

This is where Azrael plans.

He does not sit at the head.
He sits wherever is closest to the map.

If Present:
He will not stand.
He will not threaten.

He will ask:

“Why are you here?”

And wait.


9. Mayor’s Office – The Locked Door

This is the secret.

Behind a reinforced door:

  • The pistol

  • The radio

  • The body (now removed)

  • The first secret

Azrael keeps this space locked.

Only he and one other older child know it exists.

If players breach:
Azrael’s demeanor changes.

Not angry.

Cold.


UPPER FLOORS – THE PERIMETER

10. Office Floors – Watch Routes

Visual:

  • Desks as barricades

  • Peepholes in drywall

  • Blankets over windows

Children rotate watch here.

Always two.
Never one.


11. Roof – The Eye

Visual:

  • Tarp shelters

  • Signal mirrors

  • Binocular cache

This is where Azrael watches the world.

He knows:

  • Beacon patrol routes

  • FCA movement

  • Plague drift patterns

If players come here without permission…

…they are considered a threat.


BASEMENT – THE LINE

12. Archive Storage – Quarantine Zone

This is where they put:

  • Bitten kids

  • Sick kids

  • Dying kids

It is clean.
It is quiet.
It is merciless.

No crying.

No screaming.

Just hands held until it stops.

Azrael does not come here.

He sends others.

That is intentional.


FINAL ROOM – THE CHOICE

13. Emergency Operations Center

Visual:

  • Old monitors

  • Emergency phones

  • Red lights still glowing faintly

This is where the soldiers planned.

Now it’s empty.

Except for one message written on the wall:

“NO ONE IS COMING.”

In a child’s handwriting.


DUNGEON THEMES

This dungeon is not about combat.

It is about:

  • Control

  • Order

  • Adaptation

  • The cost of leadership

The Children are not feral.
They are not broken.

They are structured.

And Azrael is the axis.