Wednesday, June 25, 2025

Xylos's Counterfeit Quandary

 Mission Title: Xylos's Counterfeit Quandary


[Block 10 (Master Forger's Den / Objective)]
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[Block 9 (The Shadowed Arcade)]
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[Block 8 (Underground Passageway)]
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[Block 7 (Abandoned Tenement)] --- [Block 6 (Rooftop Silk Line)]
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[Block 5 (Smuggler's Wharf)] --- [Block 4 (Crimson Lantern District)]
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[Block 3 (Garrison Checkpoint)] --- [Block 2 (Whispering Market)]
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[Block 1 (Outer City Commercial Zone - Entrance)]

--- Block 1 (Outer City Commercial Zone - Entrance) --- Description: This bustling commercial zone on the city's periphery is a mix of legitimate storefronts and shady back-alley dealings. The air hums with commerce, and the scent of exotic spices mixes with the grime of the streets. Exits/Connections: To Block 2 (East), To Block 3 (South). Features: A prominent, but often ignored, city information board displays outdated notices.

--- Block 2 (Whispering Market) --- Description: A sprawling, unorganized market district known for its black market goods and hushed transactions. Anything can be bought or sold here, often for a price far below its actual value. The crowd is dense and watchful. Exits/Connections: To Block 1 (West), To Block 4 (North). Creatures: It has creatures (type: Morequendi).

--- Block 3 (Garrison Checkpoint) --- Description: A heavily fortified intersection, featuring a small city guard garrison and a permanent checkpoint. While legitimate traffic is scrutinized, the watch here is easily distracted or bribed by those who know how. Exits/Connections: To Block 1 (North), To Block 4 (East), To Block 5 (South). Trap: It contains a trap (type: tripwire alarm). A nearly invisible tripwire is stretched across a less-trafficked side alley adjacent to the checkpoint, connected to a loud bell. Perception DC 14 to spot the wire. Potential Damage: Non-damaging, alerts guards to presence.

--- Block 4 (Crimson Lantern District) --- Description: This district is famed for its vibrant nightlife, illuminated by countless crimson lanterns hanging from every building. Music spills from open doorways, and the streets are alive with revelers, offering excellent cover for discreet movement. Exits/Connections: To Block 2 (South), To Block 3 (West), To Block 5 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 5 (Smuggler's Wharf) --- Description: The grimy, back-channel docks of the city, where goods are loaded and unloaded under the cloak of night. The air smells of stagnant water, decaying fish, and cheap ale. Wooden crates are stacked haphazardly, providing ample cover. Exits/Connections: To Block 3 (North), To Block 4 (South), To Block 6 (East), To Block 7 (North). Secret Passages/Areas: A loose plank in a rundown pier (Perception DC 16 to find) allows access to a narrow, water-level passage leading to a concealed cave opening beneath Block 6.

--- Block 6 (Rooftop Silk Line) --- Description: This zone consists of the dizzying array of interconnected rooftops above the city's commercial and residential areas, connected by ropes, pulleys, and makeshift bridges. This route is often used by those wishing to avoid street-level surveillance. Exits/Connections: To Block 5 (West), To Block 7 (North). Trap: It contains a trap (type: collapsing section of roof). A section of old, rotted roofing tiles and supports has been rigged to give way under pressure, dropping victims onto the street or into a lower floor. Perception DC 15 to spot the weakened supports. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage. Creatures: It has creatures (type: Morequendi).

--- Block 7 (Abandoned Tenement) --- Description: A towering, crumbling tenement building, mostly evacuated due to structural instability. Its empty windows stare out like vacant eyes, and the interior is a dangerous maze of broken stairs and collapsed floors. Exits/Connections: To Block 5 (South), To Block 8 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 8 (Underground Passageway) --- Description: A hidden entrance leads into a series of dank, claustrophobic underground passages, likely old maintenance tunnels or forgotten crypts. The air is heavy and cold, and the echoing silence is occasionally broken by the scuttling of unseen creatures. Exits/Connections: To Block 7 (South), To Block 9 (North). Secret Passages/Areas: A cleverly concealed lever behind a loose stone in the tunnel wall (Perception DC 17 to find) opens a secret side chamber containing a stash of counterfeit documents.

--- Block 9 (The Shadowed Arcade) --- Description: A disused, overgrown arcade or covered walkway, once a vibrant marketplace, now fallen into disrepair. Broken glass and debris litter the floor, and faint, eerie drafts whisper through the cracked windows. Exits/Connections: To Block 8 (South), To Block 10 (North). Creatures: It has creatures (type: Morequendi). Encounter Type: Battle Area

--- Block 10 (Master Forger's Den / Objective) --- Description: Hidden deep within the most forgotten part of the city, this heavily fortified and camouflaged building serves as the central hub for the counterfeiting operation. Sounds of machinery and hushed voices can be heard from within, and the faint smell of chemicals and cheap dyes permeates the air. The objective for Xylos is to uncover its source, specifically the location and methods of the sophisticated counterfeiting operation or major fence, and this is where that actionable intelligence will be found. Exits/Connections: To Block 9 (South). Creatures: It has creatures (type: Morequendi). Encounter Type: BOSS FIGHT! Objective: The objective is to gather actionable intelligence on the sophisticated counterfeiting operation, its source, and its methods, likely by confronting the master forger or lead fence located within this fortified den. Evidence of their operation and illicit goods will be prominent.

This is a fully detailed dungeon template, ready for you to populate with specific monster stats, exact creature numbers, and precise trap mechanics based on your game's current party level and size.

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