Mission Title: The Engineer's Gambit
Here is your populated dungeon template, including its text-based map:
[Zone 12 (Slave Pen Annex / Objective)] | [Zone 11 (Guard Quarters & Kennel)] | [Zone 10 (River Gate Checkpoint - Inner)] | [Zone 9 (Under-Bridge Watch Post)] | [Zone 8 (Covert Mooring Point)] --- [Zone 7 (Black Market Docks)] | | [Zone 6 (Main River Channel - Patrol Route)] --- [Zone 5 (Contraband Storage)] | | [Zone 4 (River Gate Checkpoint - Outer)] --- [Zone 3 (Overgrown Riverbank)] | [Zone 2 (Fisherman's Landing)] | [Zone 1 (Wilderness River Approach - Entrance)]
--- Zone 1 (Wilderness River Approach - Entrance) --- Description: The broad river winds through a section of wild, untamed wilderness before reaching the city. Dense reeds line the banks, and the current is swift. The air is fresh and smells of river water and damp earth. Exits/Connections: To Zone 2 (Downstream). Features: An old, half-submerged log serves as a small, natural landing.
--- Zone 2 (Fisherman's Landing) --- Description: A small, muddy clearing on the riverbank, used by local fishermen. Simple boats are tied to rickety docks, and the scent of fish is strong. Worn paths lead further into the city's outskirts. Exits/Connections: To Zone 1 (Upstream), To Zone 3 (East). Creatures: It has creatures (type: Morequendi).
--- Zone 3 (Overgrown Riverbank) --- Description: This section of the riverbank is heavily overgrown with tangled brush and gnarled trees, offering significant concealment. The bank is steep in places, making movement difficult but providing natural cover. Exits/Connections: To Zone 2 (West), To Zone 4 (North). Trap: It contains a trap (type: camouflaged pitfall). A section of dense undergrowth conceals a deep pit, covered with flimsy branches and leaves. Perception DC 14 to spot the disturbed foliage. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Zone 4 (River Gate Checkpoint - Outer) --- Description: The first major obstacle: a fortified gatehouse spanning the river, with heavy chains that can raise or lower a boom across the water. Guards are visible on the battlements, scanning the river. Exits/Connections: To Zone 3 (South), To Zone 5 (East), To Zone 6 (Upstream). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Zone 5 (Contraband Storage) --- Description: A series of damp, stone-built storage sheds nestled into the riverbank just past the outer checkpoint. The air here smells of stale water and various illicit goods. Barrels and crates are stacked high. Exits/Connections: To Zone 4 (West), To Zone 7 (North). Secret Passages/Areas: A loose stone in the wall of one of the sheds (Perception DC 16 to find) reveals a narrow, muddy tunnel that bypasses the main path directly to Zone 7.
--- Zone 6 (Main River Channel - Patrol Route) --- Description: The open stretch of the river within the city's outer defenses. Small patrol boats ply the waters regularly, their lanterns cutting through the gloom. The city lights begin to become more prominent. Exits/Connections: To Zone 4 (Downstream), To Zone 7 (Upstream), To Zone 8 (West). Trap: It contains a trap (type: submerged tripwire net). A nearly invisible net is stretched just beneath the water's surface, designed to entangle small boats or swimmers. Perception DC 15 to spot the faint glint of the netting. Potential Damage: Non-damaging, restrains target for 1d4 rounds/T1, 2d4 rounds/T2, 3d4 rounds/T3, 4d4 rounds/T4.
--- Zone 7 (Black Market Docks) --- Description: A sprawling, shadowy collection of ramshackle docks and floating platforms, where illicit goods and desperate individuals conduct business under cover of night. The air is thick with the scent of cheap liquor and questionable wares. Exits/Connections: To Zone 5 (South), To Zone 6 (Downstream), To Zone 9 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Zone 8 (Covert Mooring Point) --- Description: A secluded, overgrown section of the riverbank, hidden by a natural overhang and dense willow trees. This spot is clearly used for discreet landings and secret transfers. The water here is calm and dark. Exits/Connections: To Zone 6 (East), To Zone 9 (North). Secret Passages/Areas: A carefully concealed lever disguised as a protruding root (Perception DC 17 to find) opens a hidden iron door set into the rock face, leading to a small, dry cave used for temporary hiding.
--- Zone 9 (Under-Bridge Watch Post) --- Description: Beneath a massive stone bridge spanning the river, a fortified watch post has been established. Guards are constantly on alert, monitoring both the river and the underbelly of the city. The acoustics here can betray unwary travelers. Exits/Connections: To Zone 7 (South), To Zone 8 (East), To Zone 10 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area
--- Zone 10 (River Gate Checkpoint - Inner) --- Description: The final, heavily fortified gatehouse on the river before the main city docks. This structure is more imposing than the outer gate, with multiple guard towers and reinforced portcullises. Only authorized vessels and personnel are allowed beyond this point. Exits/Connections: To Zone 9 (South), To Zone 11 (East). Creatures: It has creatures (type: Morequendi).
--- Zone 11 (Guard Quarters & Kennel) --- Description: A series of interconnected riverside buildings used by the Morequendi guards patrolling the inner river and docks. The barking of trained guard beasts is a constant sound, mingling with the rough shouts of the guards. Exits/Connections: To Zone 10 (West), To Zone 12 (North). Trap: It contains a trap (type: automated crossbolt turret). A concealed, magic-activated turret is mounted in a high alcove, targeting intruders in a specific corridor. Perception DC 16 to spot the arcane trigger symbols. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Piercing Damage. Creatures: It has creatures (type: Morequendi).
--- Zone 12 (Slave Pen Annex / Objective) --- Description: Tucked away behind the guard quarters, this is a smaller, more secure annex of the main slave pens, likely used for newly arrived or high-value "stock." The air is stagnant, and the metallic clang of chains is faintly audible. This is where the renowned surface-world engineer is likely held. The objective is to discreetly contact this engineer, confirm their identity, and ideally facilitate their rescue or plant tools within their reach for a future escape. Exits/Connections: To Zone 11 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: BOSS FIGHT! Objective: The objective is to discreetly locate and contact the renowned surface-world engineer within this secure slave pen. The engineer will be identifiable by their unique knowledge or a token from Bewar. The goal is either a full rescue or the planting of tools for a future escape, without alerting the Morequendi.