Thursday, June 26, 2025

The Disappearing Stock

 Mission Title: The Disappearing Stock

Here is your populated dungeon template, including its text-based map:

[Block 1 (Slum District Entrance)] --- [Block 2 (Street Vendor Hub)] --- [Block 3 (Abandoned Tenement)] | | [Block 4 (Alleyway Ambush Point)] [Block 5 (Smuggler's Den)] | | [Block 6 (Underground Tunnels Access)] --- [Block 7 (Illicit Goods Market)] | | [Block 8 (Rooftop Escape Route)] [Block 9 (Shadowed Warehouse)] | [Block 10 (Silas Thorne's Lair / Objective)]

--- Block 1 (Slum District Entrance) --- Description: The narrow, crooked streets of the city's poorest district. Ramshackle buildings lean precariously, and the air is thick with the scent of refuse and desperation. Foot traffic is sparse, and eyes watch from hidden windows. Exits/Connections: To Block 2 (East), To Block 4 (South). Features: An overflowing communal refuse pile serves as a landmark.

--- Block 2 (Street Vendor Hub) --- Description: Despite the poverty, this small square buzzes with a desperate energy. Makeshift stalls offer meager wares, and hushed conversations are exchanged in dark corners. The constant low murmur provides excellent cover. Exits/Connections: To Block 1 (West), To Block 3 (North), To Block 5 (South). Creatures: It has creatures (type: Morequendi).

--- Block 3 (Abandoned Tenement) --- Description: A skeletal, fire-scarred tenement building, largely empty save for squatters and shadows. Its shattered windows stare out blankly, and the interior is a maze of crumbling stairs and unstable floors. Exits/Connections: To Block 2 (South). Trap: It contains a trap (type: collapsing floorboards). A section of the upper floor near a broken window has been subtly weakened to give way under weight. Perception DC 14 to spot the stressed timber. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.

--- Block 4 (Alleyway Ambush Point) --- Description: A long, dark alley, infamous for muggings and illicit dealings. High walls and numerous blind corners make it an ideal spot for an ambush. The ground is slick with grime and shadowed by leaning buildings. Exits/Connections: To Block 1 (North), To Block 6 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 5 (Smuggler's Den) --- Description: A disreputable inn or common house that serves as a known hangout for local criminals and smugglers. The air is thick with pipe smoke and stale ale, and the sounds of boisterous laughter and hushed deals are constant. Exits/Connections: To Block 2 (North), To Block 7 (South). Secret Passages/Areas: A false back wall behind a large, decorative tapestry (Perception DC 16 to find) reveals a narrow passage leading to a secret gambling den.

--- Block 6 (Underground Tunnels Access) --- Description: A series of dilapidated service hatches and hidden cellar entrances lead down into a network of damp, echoing tunnels beneath the streets. The air is cold and carries the scent of ancient earth and stagnant water. Exits/Connections: To Block 4 (North), To Block 7 (East), To Block 8 (South). Trap: It contains a trap (type: tripwire snare). A camouflaged tripwire extends across a narrow section of the tunnel, designed to ensnare a leg and hang the victim upside down. Perception DC 15 to spot the tightly stretched wire. Potential Damage: Non-damaging, restrains target for 1d4 rounds/T1, 2d4 rounds/T2, 3d4 rounds/T3, 4d4 rounds/T4.

--- Block 7 (Illicit Goods Market) --- Description: Operating mostly at night, this hidden market takes over a disused courtyard. Makeshift stalls display stolen goods, questionable alchemical concoctions, and counterfeit magical items. A constant murmur of whispers fills the air. Exits/Connections: To Block 5 (North), To Block 6 (West). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 8 (Rooftop Escape Route) --- Description: A treacherous but fast path across the city's rooftops, utilizing connected planks, clotheslines, and precarious leaps between buildings. The route offers a commanding view of the streets below, but a single misstep could be fatal. Exits/Connections: To Block 6 (North), To Block 9 (East), To Block 10 (South). Secret Passages/Areas: A loose skylight on one of the larger rooftops (Perception DC 17 to find) offers a discreet entry into a disused storage room directly above Block 9.

--- Block 9 (Shadowed Warehouse) --- Description: A large, seemingly abandoned warehouse, its windows boarded up and its main doors chained. Inside, however, the faint sounds of activity and the metallic tang of chemicals hint at hidden operations. Exits/Connections: To Block 8 (West), To Block 10 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 10 (Silas Thorne's Lair / Objective) --- Description: Concealed behind an illusionary wall or a cleverly disguised entrance, this is the personal lair and primary operational hub of Silas "The Shadow Weaver" Thorne. The air here crackles with dark magic, and evidence of his sophisticated network and stolen "stock" is visible. The objective is to retrieve the stolen slaves or, failing that, eliminate Silas and his network to staunch the bleeding of Morven's assets. Silas will be here, guarding his latest acquisitions and operations. Exits/Connections: To Block 8 (North), To Block 9 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: BOSS FIGHT! Objective: The objective is to confront and deal with Silas "The Shadow Weaver" Thorne, either by retrieving the stolen slaves he has taken, or by eliminating him and dismantling his network to stop the continued theft of Overseer Morven Vae's assets. The stolen slaves, or evidence of their transfer, will be located here with Silas.

The Engineer's Gambit

 Mission Title: The Engineer's Gambit Here is your populated dungeon template, including its text-based map: [Zone 12 (Slave Pen Annex /...