Shadeweb Gutterways" Urban Zone (Morequendi Patrol) Map ---
[Overgrown Sewer Access (1) - Entrance] --- [Filthy Alley Market (2)] --- [Collapsed Tenement Ruin (3)] | | | | [Water-Logged Alley (4)] --- [Makeshift Barricade (5)] --- [Scavenger's Den (6)] | | | | [Narrow Passage (7)] --- [Webbed Archway (8)] --- [Resistance Cell Hideout (9) - Objective] | | [Jorlan's Ambush Point (10)]
--- Area 1 (Overgrown Sewer Access - Entrance) --- Description: A rusted, heavily chained manhole cover, partially obscured by refuse and aggressive weeds, serves as a discreet entry point into the Gutterways. The air here is thick with the stench of stagnant water and urban decay, faintly mixed with something cold and metallic. This is a common entry point for clandestine groups. Exits/Connections: To Filthy Alley Market (2) (East).
--- Area 2 (Filthy Alley Market) --- Description: This wider alley opens into a makeshift, illicit market. Overturned carts, scattered debris, and faded stalls suggest a recent, hurried abandonment. Dark, unnatural webs are strung between the buildings, glistening faintly with a strange sheen. A chilling silence hangs over the usual bustle. Exits/Connections: To Overgrown Sewer Access (1) (West), To Collapsed Tenement Ruin (3) (North), To Water-Logged Alley (4) (South). Creatures: It has creatures (type: Morequendi - disguised as thugs or patrolling).
--- Area 3 (Collapsed Tenement Ruin) --- Description: The remains of a multi-story tenement loom overhead, its upper floors collapsed into a jagged silhouette against the sky. Rubble chokes the narrow path through its base, and the air is heavy with dust and the smell of decaying plaster. Oddly pristine strands of dark webbing are spun between the shattered window frames. Exits/Connections: To Filthy Alley Market (2) (South). Trap: It contains a trap (type: unstable pile of rubble rigged to collapse). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning/Entanglement.
--- Area 4 (Water-Logged Alley) --- Description: This alley is perpetually damp, with stagnant, murky water pooling in deep depressions in the cobblestones. The low walls are slimy with mildew, and the air is cold and humid. The echoes of dripping water are unnerving in the oppressive silence. Exits/Connections: To Filthy Alley Market (2) (North), To Makeshift Barricade (5) (East), To Narrow Passage (7) (South). Creatures: It has creatures (type: Morequendi - possibly aquatic or stealthy patrols).
--- Area 5 (Makeshift Barricade) --- Description: A formidable barricade constructed from salvaged metal sheets, broken furniture, and barbed wire blocks this main thoroughfare. Small, dark apertures within the barricade suggest prepared firing positions. Unnatural, sticky webs are expertly woven into its structure. Exits/Connections: To Water-Logged Alley (4) (West), To Scavenger's Den (6) (East). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 6 (Scavenger's Den) --- Description: This small, squalid den is filled with heaps of scavenged goods: rusted metal, broken glass, and piles of discarded clothing. The air is thick with the stench of refuse and desperation. Faintly luminous fungi grow in dark corners, casting an eerie glow on crude, spider-like symbols drawn in chalk. Exits/Connections: To Makeshift Barricade (5) (West). Secret Passages/Areas: A loose brick in the wall disguised with grime (Perception DC 17 to find) opens into a narrow, hidden compartment containing a small stash of valuable, illicit goods or a hastily scribbled note in an unknown language.
--- Area 7 (Narrow Passage) --- Description: This extremely tight passage squeezes between two towering, dilapidated buildings, almost completely obscured by hanging laundry lines and overflowing rubbish bins. The walls are slick with unknown fluids, and the path is uneven and treacherous. The passage seems to hum faintly with arcane energy. Exits/Connections: To Water-Logged Alley (4) (North), To Webbed Archway (8) (East). Trap: It contains a trap (type: spring-loaded blade concealed in the narrow wall). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Slashing Damage.
--- Area 8 (Webbed Archway) --- Description: A crumbling stone archway, once a decorative feature, is now completely encased in thick, dark, unnatural webbing. Movement through it is slow and difficult, and the air here is heavy and still, humming with a low, almost palpable vibration. Discarded weapon parts are tangled in the webs. Exits/Connections: To Narrow Passage (7) (West), To Resistance Cell Hideout (9) (South). Creatures: It has creatures (type: Morequendi - elite ambushers). Encounter Type: Battle Area
--- Area 9 (Resistance Cell Hideout - Objective) --- Description: This hidden chamber, likely a disused basement accessed from the alley, is surprisingly orderly for a resistance hideout. Maps of the city with marked patrol routes are tacked to the walls, alongside crude weapons and makeshift beds. A central communication array (e.g., a signal mirror, carrier pigeons, or a magical scrying pool) is its focal point. Exits/Connections: To Webbed Archway (8) (North), To Jorlan's Ambush Point (10) (East). Objective: This area is the core of the mission. There is no traditional combat boss. The objective is to reach the "small, emerging resistance cell" before Jorlan's patrol. The specific goal is either to "warn the cell before he strikes" (by activating their communication array, delivering a message) or to "ambush Jorlan's patrol" from this strategic location, thus eliminating the immediate threat to the cell.
--- Area 10 (Jorlan's Ambush Point) --- Description: This alley offers a clear line of sight to the entrance of the Resistance Cell Hideout (Area 9). Barrels and crates are strategically placed for cover, and faint scuff marks on the ground indicate recent, organized movement. The air here is tense with anticipation, ready for an attack. Exits/Connections: To Resistance Cell Hideout (9) (West). Creatures: It has creatures (type: Morequendi - Jorlan's elite patrol). Encounter Type: BOSS FIGHT! (This is where Jorlan's patrol is setting up or executing the ambush, representing the main challenge.)