Shadowglen Manor" (Morequendi Occupation) Map ---
[GROUND FLOOR] [Overgrown Carriage Gates (GF1) - Entrance] --- [Desecrated Foyer (GF2)] --- [Guard Barracks (GF3)] | | [Dining Hall (GF4)] --- [Kitchen & Larder (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] [Officer's Landing (TF1)] --- [Private Parlor (TF2)] --- [Cryptic Study (TF3)] | | [Torture Chamber (TF4)] --- [Forbidden Archive (TF5)] | | (Stairs Up) V [FOURTH FLOOR] [Hidden Attic Access (FF1)] --- [Ritual Chamber (FF2)] --- [Overseer's Observatory (FF3)] | | [Noble's Hidden Sanctuary (FF4) - Objective]
--- Ground Floor ---
--- Area 1 (Overgrown Carriage Gates - Entrance) --- Description: The grand carriage gates of Shadowglen Manor are twisted and rusted shut, choked by thick, dark, unnatural vines. The iron is cold, and the very stone of the gatehouse seems to absorb all light. A faint, cloying scent, like damp earth and something acrid, emanates from within. This is the primary point of entry. Exits/Connections: To Desecrated Foyer (GF2) (North).
--- Area 2 (Desecrated Foyer) --- Description: The once-opulent foyer is a ruin of shattered marble and overturned, web-draped statuary. Thick, glistening webs hang from the high, vaulted ceiling, obscuring the grand chandelier. A palpable chill permeates the air, and the distant skittering of unseen things echoes unsettlingly. Exits/Connections: To Overgrown Carriage Gates (GF1) (South), To Guard Barracks (GF3) (East), To Dining Hall (GF4) (North). Creatures: It has creatures (type: Morequendi).
--- Area 3 (Guard Barracks) --- Description: This room, once used by the manor's guards, is now a crude barracks for the Morequendi. Rough sleeping mats lie scattered amidst discarded equipment and gnawed bones. The air is thick with the scent of unwashed bodies and something metallic. Exits/Connections: To Desecrated Foyer (GF2) (West). Trap: It contains a trap (type: tripwire connected to a cascading pile of enchanted, sharp bones). Perception DC 13 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Piercing Damage.
--- Area 4 (Dining Hall) --- Description: A long, mahogany dining table is set with tarnished silver and dusty, empty goblets, all draped in webs. The air is heavy with the scent of decay. A subtle, almost imperceptible hum resonates from beneath the floorboards. Exits/Connections: To Desecrated Foyer (GF2) (South), To Kitchen & Larder (GF5) (East), Stairs up to Grand Staircase Landing (SF1). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 5 (Kitchen & Larder) --- 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 larder (Perception DC 16 to find) opens into a narrow, dark passage used by servants, leading to a hidden stash of mundane valuables or a minor, non-magical personal item that could belong to a former resident.
--- Second Floor ---
--- Area SF1 (Grand Staircase Landing) --- Description: The sweeping grand staircase ascends to this desolate landing. Moonlight struggles to penetrate high, arched windows, illuminating dust motes dancing in the air, all caught in a fine web. 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 faint, lingering magical aura clings to the personal items left behind. 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 Officer's 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). Secret Passages/Areas: A loose brick in the servant's hearth (Perception DC 17 to find) conceals a small, hidden compartment containing a few forgotten silver coins or a minor, non-magical personal item that might have belonged to a diligent servant (Area 14 would be a noble's item, this is minor).
--- Third Floor ---
--- Area TF1 (Officer's Landing) --- Description: This landing, higher in the manor, feels more hushed and shadowed. Heavy velvet drapes absorb what little light enters, and the chill from below intensifies. The air carries a distinct metallic tang. Exits/Connections: Stairs down to Study & Library (SF4), To Private Parlor (TF2) (East).
--- Area TF2 (Private Parlor) --- Description: This once-lavish parlor is now draped in thick, unnerving webs, giving it the appearance of a grotesque, living sculpture. Broken porcelain figures and shattered crystal lie on the floor. A low, guttural murmur seems to emanate from within the walls. Exits/Connections: To Officer's Landing (TF1) (West), To Cryptic Study (TF3) (South). Creatures: It has creatures (type: Morequendi).
--- Area TF3 (Cryptic Study) --- Description: This secluded study is filled with strange, arcane devices, astrological charts, and tomes bound in unfamiliar leathers. A chilling aura of dark magic permeates the air, and the walls are covered in unsettling glyphs. A small, non-magical personal item (like a discarded quill or a half-eaten candied fruit) lies on a central desk, almost mundane amidst the dread. Exits/Connections: To Private Parlor (TF2) (North), To Torture Chamber (TF4) (West). Trap: It contains a trap (type: magically warded book on a pedestal unleashing a burst of mind-numbing psychic energy). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Psychic Damage.
--- Area TF4 (Torture Chamber) --- Description: This grim chamber is furnished with various cruel-looking implements: a rack, an iron maiden, and a bloodstained dissection table. The air is cold and thick with the stench of decay and lingering pain. Dark stains mar the stone floor. Exits/Connections: To Cryptic Study (TF3) (East), To Forbidden Archive (TF5) (South). Creatures: It has creatures (type: Morequendi - enforcers/interrogators). Encounter Type: Battle Area
--- Area TF5 (Forbidden Archive) --- Description: This hidden archive is filled with scrolls written in unknown languages, strange artifacts wrapped in silk, and ancient, dusty ledgers detailing dark rituals and forbidden knowledge. The air pulses with dark magic, and the very shadows seem to writhe. Exits/Connections: To Torture Chamber (TF4) (North), Stairs up to Hidden Attic Access (FF1). Secret Passages/Areas: A concealed lever behind a heavy tapestry (Perception DC 17 to find) opens a secret passage to a tiny, hidden observation post overlooking the courtyard, or a small storage area for rare, illicit spell components.
--- Fourth Floor ---
--- Area FF1 (Hidden Attic Access) --- Description: The final set of stairs leads to a cramped, dusty attic space. The air is stale and thick with cobwebs. Boards groan underfoot, and the silence is broken only by the distant sounds of the manor below, now sounding muffled and distant. Exits/Connections: Stairs down to Forbidden Archive (TF5), To Ritual Chamber (FF2) (East).
--- Area FF2 (Ritual Chamber) --- Description: This large chamber is the hub of the Morequendi's dark work within the manor. A massive, central altar pulses with dark energy, surrounded by arcane circles and disturbing effigies. The walls are covered in intricate spider-web patterns carved into the stone, glowing faintly. Exits/Connections: To Hidden Attic Access (FF1) (West), To Overseer's Observatory (FF3) (South). Creatures: It has creatures (type: Morequendi - ritualists/spellcasters). Encounter Type: Battle Area
--- Area FF3 (Overseer's Observatory) --- Description: This room, near the highest point of the manor, offers a commanding view of the surrounding lands through a magically warded window. Various arcane instruments are scattered on a central table, along with complex charts and star maps that seem to align with the symbols found throughout the manor. Exits/Connections: To Ritual Chamber (FF2) (North), To Noble's Hidden Sanctuary (FF4) (West). Trap: It contains a trap (type: magically warded floor tile triggering a burst of corrosive dark energy). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Acid Damage.
--- Area FF4 (Noble's Hidden Sanctuary - Objective) --- Description: Accessible only through a cleverly concealed entrance, this small, dust-free chamber feels strangely untouched by the manor's defilement. It holds a few cherished belongings of a specific noble: perhaps a locked vanity table with fine perfumes, a half-eaten, exquisitely crafted biscuit on a silver tray, or a silk-lined box containing a small, elegant hairbrush. This is the source of the noble's "unique magical signature." Exits/Connections: To Overseer's Observatory (FF3) (East). Objective: This area is designed for the final retrieval of the "small, non-magical personal item" from the "specific noble" (implied to be the last, untainted remnants of their influence in the manor). There is no combat boss, but the challenge lies in locating this highly concealed room amidst the Morequendi-infested manor and securing the item without drawing undue attention. The item (like a hairbrush or half-eaten snack) will provide Faelar with the "necessary magical resonance for his spell" to bypass a vault's arcane lock.