Crimsonwood Manor" (Morequendi Lair) Map ---
[GROUND FLOOR] [Overgrown Main Gates (GF1) - Entrance] --- [Desecrated Foyer (GF2)] --- [Grand Ballroom (GF3)] | | [Dining Hall (GF4)] --- [Kitchen & Pantry (GF5)] | | (Stairs Up) V [SECOND FLOOR] [Grand Staircase Landing (SF1)] --- [Guest Chambers (SF2)] --- [Master Bedroom (SF3)] | | [Study & Library (SF4)] --- [Servants' Quarters (SF5)] | | (Stairs Up) V [THIRD FLOOR] [Upper Landing (TF1)] --- [Art Gallery (TF2)] --- [Private Study (TF3)] | | [Hidden Shrine (TF4)] --- [Ancient Music Vault (TF5) - Objective]
--- Ground Floor ---
--- Area 1 (Overgrown Main Gates - Entrance) --- Description: The once-imposing main gates of Crimsonwood Manor are now twisted and overgrown with thick, dark vines. The iron is rusted, and the stone walls are crumbling. A pervasive chill emanates from within, carrying a faint, unsettling scent of damp earth and something acrid. This is the primary point of entry. Exits/Connections: To Desecrated Foyer (GF2) (North).
--- Area 2 (Desecrated Foyer) --- Description: The grand foyer is a ruin of shattered marble and overturned statuary, all choked with thick, shimmering webs. Moonlight struggles to penetrate the grime-covered windows, casting long, dancing shadows. A large, ornate chandelier hangs precariously overhead, shrouded in more webs. Exits/Connections: To Overgrown Main Gates (GF1) (South), To Grand Ballroom (GF3) (East), To Dining Hall (GF4) (North). Creatures: It has creatures (type: Morequendi).
--- Area 3 (Grand Ballroom) --- Description: This once-opulent ballroom is now a macabre spectacle. Rotting drapes hang from the walls like tattered banners, and broken instruments lie scattered across the dusty, web-covered floor. A faint, low hum resonates, as if an unsettling melody is being played just beyond perception. Exits/Connections: To Desecrated Foyer (GF2) (West). Trap: It contains a trap (type: tripwire connected to a falling chandelier, heavily webbed). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 4 (Dining Hall) --- Description: A long, mahogany dining table is set with tarnished silver and dusty, empty goblets. The remains of an ancient feast, now petrified with age, sit on cold plates. Thick webs obscure most of the details, and the air is heavy with the scent of decay. Exits/Connections: To Desecrated Foyer (GF2) (South), To Kitchen & Pantry (GF5) (East), Stairs up to Grand Staircase Landing (SF1). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 5 (Kitchen & Pantry) --- Description: This large kitchen is filled with rusted cooking implements and overturned barrels. The air is pungent with the smell of mold and something distinctly alien. A few unnaturally desiccated creatures hang from meat hooks, encased in fine webbing. Exits/Connections: To Dining Hall (GF4) (West). Secret Passages/Areas: A false back panel in the pantry (Perception DC 16 to find) opens into a narrow, dark passage used by servants, potentially bypassing a small section of the floor or leading to a hidden stash of minor valuables.
--- Second Floor ---
--- Area SF1 (Grand Staircase Landing) --- Description: The sweeping grand staircase ascends to this desolate landing. Moonlight filters through a high, arched window, illuminating dust motes dancing in the air. The hushed whispers from below seem to echo unnaturally here. Exits/Connections: Stairs down to Dining Hall (GF4), To Guest Chambers (SF2) (East).
--- Area SF2 (Guest Chambers) --- Description: A series of smaller rooms, each once a comfortable guest chamber, now lies in disarray. Beds are torn apart, and personal effects are scattered and webbed over. The chill here is pervasive, and the silence is broken only by the subtle skittering of something within the walls. Exits/Connections: To Grand Staircase Landing (SF1) (West), To Master Bedroom (SF3) (South). Creatures: It has creatures (type: Morequendi).
--- Area SF3 (Master Bedroom) --- Description: This large bedroom, clearly once the abode of the manor's master, is dominated by a grand, four-poster bed, its curtains shredded and draped in webs. A large, ornate dressing table is covered in shattered glass and discarded jewelry. A sense of lingering dread permeates the air. Exits/Connections: To Guest Chambers (SF2) (North), To Study & Library (SF4) (West). Trap: It contains a trap (type: pressure plate beneath a rug, triggering poisonous darts from hidden wall slits). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Poison Damage.
--- Area SF4 (Study & Library) --- Description: This vast room, once a study and library, is filled with overturned bookshelves and scattered, ruined tomes. The air is thick with the smell of decaying paper and dust. Strange, arcane symbols, subtly incorporated into the web patterns, glow faintly in the gloom. Exits/Connections: To Master Bedroom (SF3) (East), To Servants' Quarters (SF5) (South), Stairs up to Upper Landing (TF1). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area SF5 (Servants' Quarters) --- Description: This cramped section of the manor houses the humble, shared living spaces of the former servants. Simple cots and personal belongings are strewn about, untouched by the elegance of the upper floors but now equally defiled by webs and decay. Exits/Connections: To Study & Library (SF4) (North). Trap: It contains a trap (type: unstable ceiling plaster collapsing when disturbed). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Third Floor ---
--- Area TF1 (Upper Landing) --- Description: The final set of stairs leads to a hushed, heavily webbed landing on the manor's top floor. The air here is unnaturally cold, and the subtle skittering sounds from within the walls are more pronounced. Exits/Connections: Stairs down to Study & Library (SF4), To Art Gallery (TF2) (East).
--- Area TF2 (Art Gallery) --- Description: This long hall, once an art gallery, now displays only shredded canvases and empty, broken frames. Dark, luminous webs stretch across the entire space, giving it the appearance of a grotesque, living tapestry. The lingering scent of arcane power is strong here. Exits/Connections: To Upper Landing (TF1) (West), To Private Study (TF3) (South). Creatures: It has creatures (type: Morequendi).
--- Area TF3 (Private Study) --- Description: This secluded study, likely belonging to a reclusive family member, contains a heavy, locked desk and a few comfortable chairs. The walls are lined with empty bookshelves. A single, intricately carved spider statue sits on the desk, its obsidian eyes seeming to follow you. Exits/Connections: To Art Gallery (TF2) (North), To Hidden Shrine (TF4) (West). Secret Passages/Areas: A hidden lever disguised as a book on a false shelf (Perception DC 17 to find) opens a secret passage behind the bookcase, leading to a small, dusty attic space above.
--- Area TF4 (Hidden Shrine) --- Description: This small, concealed chamber is a chilling sight. A crude, spider-like idol of dark stone stands at its center, surrounded by offerings of bones and dried blood. The air pulses with dark magic, and the very shadows seem to writhe. This is clearly a place of Morequendi worship or dark ritual. Exits/Connections: To Private Study (TF3) (East), To Ancient Music Vault (TF5) (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area TF5 (Ancient Music Vault - Objective) --- Description: Protected by a heavily reinforced, magically warded door etched with ancient elven symbols, this hidden vault is surprisingly untouched by the general defilement. The air is pristine and still. On a velvet-lined pedestal, bathed in a soft, ethereal glow, rests the "rare, antique musical instrument," a lyre or lute of exquisite craftsmanship, emanating a faint, beautiful resonance. Exits/Connections: To Hidden Shrine (TF4) (North). Encounter Type: BOSS FIGHT! Objective: This area is designed for the final confrontation with a powerful Morequendi guardian or a particularly zealous cult leader, who has somehow acquired or is guarding this valuable instrument. The objective is to "retrieve Valenor's rare, antique musical instrument" from this vault. Successfully obtaining it will allow Valenor to "sell the details of their plot and the location of the forged documents," which are the true payoff for the party, making the instrument the key to unlocking the greater conspiracy.