Monday, June 23, 2025

Retrieve Manifest

Retrieve Manifest


 --- Customs House Dungeon Map ---

[GROUND FLOOR] [Main Entrance (GF1)] --- [Reception Hall (GF2)] --- [Client Waiting Area (GF3)] | | | | [Guard Post (GF4)] --- (Stairs Up)

[SECOND FLOOR] (Stairs Up) --- [Stairwell Landing 2F (SF1)] --- [Scribes' Chambers (SF2)] --- [Mess Hall (SF3)] | | [Records Vault (SF4)] --- (Stairs Up)

[THIRD FLOOR] (Stairs Up) --- [Stairwell Landing 3F (TF1)] --- [Head Clerk's Office (TF2)] --- [Registry Chamber (TF3)] | | [Grand Manifest Chamber (TF4) - Objective]

--- Ground Floor ---

--- GF1 (Main Entrance) --- Description: The grand, polished iron-bound doors of the Customs House stand imposingly, allowing a faint, hushed murmur to escape from within. The polished flagstone floor gleams faintly under the subdued light filtering from high, leaded-glass windows, and a feeling of official, quiet efficiency permeates the air. This is the primary entry point. Exits/Connections: To Reception Hall (GF2) (North).

--- GF2 (Reception Hall) --- Description: A large, ornate oaken reception desk, recently abandoned, dominates this area. Heavy ledgers lie open, and quill pens rest in inkwells. Braziers filled with fragrant herbs stand in corners, attempting to mask the scent of old parchment and stagnant air. Exits/Connections: To Main Entrance (GF1) (South), To Client Waiting Area (GF3) (East), To Guard Post (GF4) (North). Creatures: It has creatures (type: guards).

--- GF3 (Client Waiting Area) --- Description: Rows of sturdy, uncomfortable-looking benches face a tapestry-draped wall in this quiet waiting area. A few well-worn pamphlets detailing customs regulations are stacked on a small table. The only sound is the distant scratching of quills. Exits/Connections: To Reception Hall (GF2) (West).

--- GF4 (Guard Post) --- Description: This fortified area features a heavy wooden gate and a small, arrow-slit booth allowing a clear view of the surrounding corridors. Stacked crates of confiscated goods are piled nearby. The lighting here is stark and functional, provided by caged lanterns. Exits/Connections: To Reception Hall (GF2) (South), Stairs up to Stairwell Landing 2F (SF1). Trap: It contains a trap (type: tripwire-activated spiked swinging pendulum). Perception DC 16 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Slashing Damage.

--- Second Floor ---

--- SF1 (Stairwell Landing 2F) --- Description: The grand staircase opens onto a sterile, brightly lit landing. The faint scent of lamp oil and old paper is constant, and the sound of distant scribbling can be heard. A carved wooden directory lists departmental names, all related to trade and levies. Exits/Connections: Stairs down to Guard Post (GF4), To Scribes' Chambers (SF2) (East).

--- SF2 (Scribes' Chambers) --- Description: Dozens of individual writing desks, each with an ink-stained surface and a neatly rolled parchment, fill this vast, open chamber. Quills rest in inkpots, and fresh sheets of vellum lie unblemished, giving the impression of a suddenly vacated workspace. The air feels stale and still. Exits/Connections: To Stairwell Landing 2F (SF1) (West), To Mess Hall (SF3) (East), To Records Vault (SF4) (South). Creatures: It has creatures (type: guards). Encounter Type: Battle Area (Potential detection if not stealthy)

--- SF3 (Mess Hall) --- Description: This small room contains several rough-hewn wooden tables and benches, with a stone hearth for cooking. Leftover trenchers and discarded crusts of bread sit on the tables. The lingering smell of stale ale and simple food hangs in the air. A large cask stands in one corner. Exits/Connections: To Scribes' Chambers (SF2) (West).

--- SF4 (Records Vault) --- Description: Towering shelves filled with dusty, bound ledgers and numerous heavy oak filing cabinets line the walls of this extensive archive. The air is dry and smells intensely of old parchment. Each cabinet is meticulously labeled with a guild crest or merchant's seal, suggesting a complex organization system. Exits/Connections: To Scribes' Chambers (SF2) (North), Stairs up to Stairwell Landing 3F (TF1). Secret Passages/Areas: A false section of shelving (Perception DC 17 to find) slides open to reveal a narrow, disused maintenance passage leading directly to the Registry Chamber (TF3) on the floor above.

--- Third Floor ---

--- TF1 (Stairwell Landing 3F) --- Description: This landing on the top floor is quieter and more grand, with rich tapestries adorning the walls and hushed torchlight. Ornate portraits of past customs masters line the walls, showcasing the building's prestige. Exits/Connections: Stairs down to Records Vault (SF4), To Head Clerk's Office (TF2) (East).

--- TF2 (Head Clerk's Office) --- Description: A large, heavy oak desk stands in the center of this opulent office, surrounded by finely bound books and framed maps of trade routes. The leaded-glass windows offer a commanding view of the city, now obscured by heavy velvet drapes. The room feels intensely private. Exits/Connections: To Stairwell Landing 3F (TF1) (West), To Registry Chamber (TF3) (South). Creatures: It has creatures (type: guards). Encounter Type: Battle Area (Potential detection if not stealthy)

--- TF3 (Registry Chamber) --- Description: The low, constant murmur of scribes (if any are present, otherwise eerie silence) fills this chilled, windowless room. Rows of massive wooden filing cabinets line the walls, each dedicated to a specific type of trade or commodity. The air is dry and smells faintly of ink and beeswax. Exits/Connections: To Head Clerk's Office (TF2) (North), To Grand Manifest Chamber (TF4) (East). Trap: It contains a trap (type: magically enchanted alarm glyph on a central ledger). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Deafening/Stun.

--- TF4 (Grand Manifest Chamber) --- Description: This highly secure room is protected by a heavy, iron-reinforced door with multiple arcane wards. Inside, climate-controlled, illuminated display cases house the most important and ancient manifests. The air is still and sterile, emphasizing the importance of its contents. Exits/Connections: To Registry Chamber (TF3) (West). Objective: This area contains the "manifest from customs house." The manifest itself is located within one of the secure display cases or upon a highly protected lectern, emphasizing the stealth and retrieval aspect of the mission. There is no designated boss mob, but the security of the area itself serves as the primary challenge.

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