--- "Shrouded Alleys" Urban Zone (Morequindi Infiltration) Map ---
[Forgotten Alleyway (1) - Entrance] --- [Makeshift Barricade (2)] --- [Tattered Tenement Yard (3)] | | | | [Shadowed Cobblestone Street (4)] --- [Abandoned Marketplace Stall (5)] --- [Grand Bazaar Entrance (6)] | | | | [Crumbling Gateway (7)] --- [Webbed Overpass (8)] --- [Silent Courtyard (9)] | | [Hidden Sewers Entrance (10) - Objective]
--- Area 1 (Forgotten Alleyway - Entrance) --- Description: This narrow, refuse-strewn alleyway, choked with overflowing bins and discarded belongings, serves as a discreet entry point into the afflicted district. The air is heavy with the stench of decay and damp earth, and the distant sounds of the bustling city seem strangely muted here. Faint, almost imperceptible spider-like symbols are spray-painted on a crumbling wall. Exits/Connections: To Makeshift Barricade (2) (East).
--- Area 2 (Makeshift Barricade) --- Description: A crude but effective barricade of overturned carts, splintered furniture, and piled refuse blocks the alley, forcing a narrow, winding path through. Dark, unnatural webs are strung between the obstacles, glistening faintly. A chilling silence hangs in the air beyond it. Exits/Connections: To Forgotten Alleyway (1) (West), To Tattered Tenement Yard (3) (North), To Shadowed Cobblestone Street (4) (South). Creatures: It has creatures (type: Morequendi).
--- Area 3 (Tattered Tenement Yard) --- Description: This small, enclosed yard, surrounded by the crumbling facades of multi-story tenements, is a graveyard of broken clotheslines and discarded possessions. What little sunlight penetrates is immediately swallowed by thick, dark webs stretched between buildings. A faint, low humming sound seems to emanate from the upper floors. Exits/Connections: To Makeshift Barricade (2) (South). Secret Passages/Areas: A loose grate leading to a disused drainpipe (Perception DC 16 to find) offers a tight, alternative passage that bypasses a small section of the street or leads directly to the Abandoned Marketplace Stall (5).
--- Area 4 (Shadowed Cobblestone Street) --- Description: The main cobblestone street is eerily deserted, bathed in a perpetual gloom even during the day, as if the very light recoils from it. Stores stand with smashed windows, their wares plundered. The pervasive silence is broken only by the occasional, unsettling scuttle from the rooftops. Exits/Connections: To Makeshift Barricade (2) (North), To Abandoned Marketplace Stall (5) (East), To Crumbling Gateway (7) (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 5 (Abandoned Marketplace Stall) --- Description: This once-vibrant marketplace stall is now a ruin of splintered wood and torn canvas. What little remains of its merchandise—rotting fruit and broken wares—lies scattered. Dark, glistening strands of web are meticulously spun around the stall, forming an intricate, unnerving trap. Exits/Connections: To Shadowed Cobblestone Street (4) (West), To Grand Bazaar Entrance (6) (East). Trap: It contains a trap (type: tripwire connected to a net of sticky, strong webbing). Perception DC 14 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Restraint/Poison (minor, from web contact).
--- Area 6 (Grand Bazaar Entrance) --- Description: The grand archway leading into the main Grand Bazaar district stands here, but it's strangely quiet. While seemingly open, a subtle distortion in the air shimmers, hinting at hidden arcane wards or illusory barriers designed to funnel unsuspecting individuals. The sounds of a distant, normal bazaar can be faintly heard. Exits/Connections: To Abandoned Marketplace Stall (5) (West). Trap: It contains a trap (type: illusory barrier masking a pressure plate triggering a blinding flash of dark energy). Perception DC 15 to spot. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Psychic/Blinding.
--- Area 7 (Crumbling Gateway) --- Description: This ancient stone gateway, once part of an older city wall, is heavily dilapidated, its archway choked with moss and crumbling mortar. The air here is noticeably colder and carries a faint, unpleasant smell, like stale blood and damp earth. Heavy, unnatural silk sacs hang from the archway. Exits/Connections: To Shadowed Cobblestone Street (4) (North), To Webbed Overpass (8) (East). Creatures: It has creatures (type: Morequendi).
--- Area 8 (Webbed Overpass) --- Description: A high, narrow stone overpass stretches between two decaying buildings, completely encased in layers of thick, dark, unnatural webbing. Movement here is slow and treacherous, and the air hums with a faint, low vibration. The webs are unnervingly sticky. Exits/Connections: To Crumbling Gateway (7) (West), To Silent Courtyard (9) (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Area 9 (Silent Courtyard) --- Description: This enclosed courtyard, surrounded by the high walls of derelict buildings, is eerily quiet. The ground is paved with cracked flagstones, and a dry, long-dead fountain stands in the center, its basin choked with more dark webbing. The stillness is unnerving. Exits/Connections: To Webbed Overpass (8) (North), To Hidden Sewers Entrance (10) (South). Creatures: It has creatures (type: Morequendi).
--- Area 10 (Hidden Sewers Entrance - Objective) --- Description: Concealed beneath a heavy, rusted manhole cover in the deepest, darkest corner of the Silent Courtyard, this entrance leads down into the fetid depths of the city's sewers. The air here is thick with the stench of sewage, but also a distinct, metallic tang and a faint, arcane hum. This is the rendezvous point Elara mentioned. Exits/Connections: To Silent Courtyard (9) (North). Objective: This area is the designated meeting point or a place where crucial evidence can be found related to the "plot to disrupt the Grand Bazaar." There is no traditional combat boss. The objective is for Elara to "relay the information" or for the party to "act on it" by finding specific documents, plans, or a direct communication from the high-ranking Morequendi official or Crimson Fangs leader. The challenge is navigating the Morequendi-infested streets to reach this discrete location and secure the intel.