I am having map issues (I am using this one by Dyson Logos for level 1) bit here is both the general level description and room 1.
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Level 1: Parenix Manor
Level Story
Parenix Manor was built two and a half centuries ago by the Alastairn family. For 150 years, it was occupied by that family and served as the base from which they delved ever deeper into Mornrax Hill, the ancient cairn of innumerable generations of now lost dedicants to forgotten powers. As the Alastairn dug deeper, they succumbed to creeping madness and corruption until finally a century ago the last scion of the family was consumed. The manor has remained empty ever since, a decaying ruin filled with strange artefacts and mournful echos.
As PCs explore the manor, they will find many strange things, weird ephemera that does not seem to have purpose or value. However, much of this will serve invaluable as the party explores the dungeon beneath.
Level Features
Since it is abandoned, Parenix Manor is unlit. However most rooms are furnished with candelabras and lanterns and the PCs may choose to illuminate the place as they go rather than just carry their own lights.
The windows are mostly broken and the roof is holed in places, so the manor is partially exposed to the elements and well as subject to the depredations of pests.
Interior and exterior walls are strongly built. Despite the constant groaning of timbers caused by fluctuations of humidity and temperature, the structure is sound.
Unless otherwise noted, doors inside the manor are swollen shut and must be forced open even if unlocked.
The entire manor radiates mild evil and anyone sleeping in the manor has a 25% chance per night of being plagued by foul dreams. If so affected, they gain no benefit from the night’s rest.
The Grounds
The grounds inside the outer wall are overgrown gardens thick with weeds and thorns. Characters exploring the grounds off the paths have a 10% chance per turn of disturbing a swarm of vicious flying stinging insects.
01.01: Gateman’s House
Accesses: Locked door on the north wall leading to the Grounds.
Description: Parenix Manor’s Gateman was in charge of seeing to visitors, managing the staff and making sure everything outside the manor house itself was in order. The northern chamber was a combination of workshop and living quarters and the southern chamber was primarily storage. The furnishings here were simple but serviceable and have long since deteriorated beyond use as more than kindling.
Of Note: PCs that thoroughly search the Gateman’s House may discover a small leatherbound journal under the ruin of the bed. It is horribly weathered and almost impossible to read, but appears to be a dream journal Snippets of words and phrases indicate the owner’s dreams got worse and worse of the course of years and in the end one word is scrawled on each of the last dozen pages, first in ink, then charcoal and finally what appears to be dried blood: MALCHOLATH
Treasure: While most everything is wasted beyond value, amid the rotted barrels and bags in the storage chamber are a half dozen sealed bottles of brandy that may fetch a fine price or serve as close to kerosene.
Connections: MALCHOLATH is a malevolent force the PCs may encounter later in the adventure and having its name will greatly increase their chances of survival.
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Level 1: Parenix Manor
Level Story
Parenix Manor was built two and a half centuries ago by the Alastairn family. For 150 years, it was occupied by that family and served as the base from which they delved ever deeper into Mornrax Hill, the ancient cairn of innumerable generations of now lost dedicants to forgotten powers. As the Alastairn dug deeper, they succumbed to creeping madness and corruption until finally a century ago the last scion of the family was consumed. The manor has remained empty ever since, a decaying ruin filled with strange artefacts and mournful echos.
As PCs explore the manor, they will find many strange things, weird ephemera that does not seem to have purpose or value. However, much of this will serve invaluable as the party explores the dungeon beneath.
Level Features
Since it is abandoned, Parenix Manor is unlit. However most rooms are furnished with candelabras and lanterns and the PCs may choose to illuminate the place as they go rather than just carry their own lights.
The windows are mostly broken and the roof is holed in places, so the manor is partially exposed to the elements and well as subject to the depredations of pests.
Interior and exterior walls are strongly built. Despite the constant groaning of timbers caused by fluctuations of humidity and temperature, the structure is sound.
Unless otherwise noted, doors inside the manor are swollen shut and must be forced open even if unlocked.
The entire manor radiates mild evil and anyone sleeping in the manor has a 25% chance per night of being plagued by foul dreams. If so affected, they gain no benefit from the night’s rest.
The Grounds
The grounds inside the outer wall are overgrown gardens thick with weeds and thorns. Characters exploring the grounds off the paths have a 10% chance per turn of disturbing a swarm of vicious flying stinging insects.
01.01: Gateman’s House
Accesses: Locked door on the north wall leading to the Grounds.
Description: Parenix Manor’s Gateman was in charge of seeing to visitors, managing the staff and making sure everything outside the manor house itself was in order. The northern chamber was a combination of workshop and living quarters and the southern chamber was primarily storage. The furnishings here were simple but serviceable and have long since deteriorated beyond use as more than kindling.
Of Note: PCs that thoroughly search the Gateman’s House may discover a small leatherbound journal under the ruin of the bed. It is horribly weathered and almost impossible to read, but appears to be a dream journal Snippets of words and phrases indicate the owner’s dreams got worse and worse of the course of years and in the end one word is scrawled on each of the last dozen pages, first in ink, then charcoal and finally what appears to be dried blood: MALCHOLATH
Treasure: While most everything is wasted beyond value, amid the rotted barrels and bags in the storage chamber are a half dozen sealed bottles of brandy that may fetch a fine price or serve as close to kerosene.
Connections: MALCHOLATH is a malevolent force the PCs may encounter later in the adventure and having its name will greatly increase their chances of survival.