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DUNGEON MASTERS ONLY

Location: Belladonna - Hall of the Magistrate

Magistrate's Hall

Exterior Description

The Magistrate Hall looms in the heart of Belladonna’s central square — a somber, ivy-choked stone building with arched gothic windows, an iron clock tower, and a pair of tarnished bronze gryphon statues guarding its stairs. A pair of banners hang from the second-floor balcony: the green-and-gold sigil of Belladonna and the darker royal sigil of the Hawthorn family.

Vines creep up the north side, as if trying to reclaim the structure. The stones are chipped, stained from weather and time. Black wrought-iron lanterns glow with soft witchlight in the evenings. Crows frequently roost on the clock tower, adding to its eerie reputation.

Interior Description

map

Stat Blocks: NPCs

Magistrate Corvin Dellmar Pinkerton

Medium humanoid (human), neutral evil, Level 7 Warlock (Great Old One)

Backstory: Magistrate Corvin Dellmar Pinkerton

Corvin rose quickly from a minor noble family due to his cleverness and subtle ruthlessness. He is charming and calculating, known for his “open ear” policy — listening to citizen woes while slowly ensnaring them in deals they can’t escape. Unknown to most, he is in secret communication with Varis, the Dark Elf Minister of Trade, and has sold access to Belladonna’s underground passages in exchange for power and forbidden knowledge.

Corvin’s pact is with the Unspeaking Court, eldritch entities from the Shadow Realm. His dreams are plagued by whispers, and he believes he’s destined to be the true ruler of Belladonna when the Hawthorns fall.

Side Quest: “The Whisper in the Well”

Quest Giver: Magistrate Dellmar

Hook: Strange murmurs echo from the disused town well. Dellmar commissions the adventurers to investigate — though his real goal is to recover a relic he dropped into the depths: a bound eye of a forgotten god.

Objective:

Reward: 250 gp per party member

Monster: Lamenting Eye

(Custom Beholderkin)

Exterior Description

There is no external entrance to this dungeon. Access is granted only via a hidden stone spiral stair beneath the Magistrate’s private wine cellar, revealed by twisting a bottle labeled “Belladonna Reserve — 869 DR”. The stone floor silently rotates, revealing black iron steps that descend into darkness. The air grows cold almost instantly, and the sound of dripping water echoes below like whispers in a stone throat. The walls are damp, and faint blue glyphs pulse with anti-divination magic.

Interior Chambers

1. Holding Corridor (The Maw)

A long hallway flanked by ten narrow iron-barred cells, each with stone floors and ceilings. Prisoners are kept in magically silenced isolation; any attempt to scream is muffled unless a Dispel Magic is cast. The far wall bears the emblem of the Magistrate’s office, but warped into a weeping face. Hidden chains in the ceiling can be dropped via a switch in the observation room above.

2. The Interrogation Chamber (“The Root Cellar”)

A stone-walled circular chamber with a drainage grate in the center and chains hanging from all four walls. The floor is slightly bowl-shaped to collect blood. Shelves along the walls house elixirs, truth serums (some expired), and magical implements. A red-glowing rune circle in the floor can force a creature to relive its worst memory (DC 17 Wis save or be incapacitated by despair for 1 minute). A disguised viewing lens in the ceiling allows the Magistrate or his aides to observe from above.

3. The Archive of Names

A dusty side room filled with hundreds of scrolls, each bound in black ribbon and labeled with names and dates. Every scroll details the crimes—real or fabricated—of those held or killed in the dungeon. Touching one scroll without permission triggers a glyph trap (Hold Person, DC 15). One scroll bears Kira Coldspring’s name—falsely implicating her in a conspiracy with Jorsh the Betrayer.

4. The Forbidden Door (Sealed Cell #X)

An adamantine door sealed with a glyph of warding and three locking mechanisms (arcane, mundane, and blood-coded). Behind it is Prisoner X—a former royal steward who discovered the Magistrate’s alliance with Minister Varis and refused to stay quiet. Prisoner X is alive but broken, barely sane, and guards a mind-fragment of a secret that could bring down both Varis and the Magistrate.

NPC Stat Block: Magistrate Velloran Duskmere

Backstory: Magistrate Velloran Duskmere

Duskmere came from humble beginnings but rose quickly through the judiciary by being ruthlessly efficient and always one step ahead of scandals. He was once a just man, but was ensnared by Minister Varis’s web of leverage and promises of power. He now maintains this hidden dungeon as a tool to eliminate threats quietly, imprison political enemies, or manipulate nobles into “cooperation.” Despite his outward calm and refined demeanor, Duskmere is deeply paranoid, keeping records on everyone—especially Kira Coldspring and Princess Hawthorn.

There is a 1d4 chance that Duskmere is in the dungeon or in the Magistrate's office, visiting Magistrate Pinkerton as an emissary from the Royal Palace.

Side Quest: “Name on the Scroll”

Quest Giver: Moth, a former jailer-turned-informant found in Belladonna’s alleys.

Objective:

Complication: The party discovers Prisoner X, who offers a deal—set him free in exchange for the truth about Varis and the Magistrate’s pact.

Rewards:

Monster Stat Block: False Sentinel (CR 4)