<==> ###Not a Dungeon Crawl: A Brief Exploration of Environmental Storytelling Created by: A. Morgan Fuchs [[Start->entry]]The manor appears abandoned. Walking inside, the scones along the walls of the foyer light up. The walls are lined with bookshelves. The floor is covered in gently worn flagstone. There is no dust or dirt on them other than from the mud you tracked in. Before you is a hallway and two grand staircases leading up to the second floor. To your left is a door. [[Look at the bookshelves->bookshelfentry]] [[Go through the hallway->hallway1]] [[Take the stairs->stairs1]] [[Go through the door on the left->doorentry1]] The stairs are polished from use. Ascending to the upper level, you're greeted by a long hallway that mirrors the one below. There are four doors along the hallway. The one to your immediate left and right are open, revealing guest bedrooms. Down the hall are two sets of closed double doors. The set to the right has wards sealing it. The one to the left appears to simply be shut. [[Try to break the seal->upperrightdoor]] [[Open the door on the left->upperleftdoor]] [[Return downstairs->end]]Along the hallway are four doors. The double doors on your right are large, suitable for a grand entryway. One of the doors is ajar. There used to be a second set of double doors to your left. The doors appear to have been blown off their hinges and now rest on the ground a short distance from the frame. They're covered in soot. Further down the hallway are two more doors. Light flickers from beneath the door on the right, and you can smell woodsmoke and fresh bread from within. The door on the left is shut. Go to... [[The double doors on the right->doorshallwayright1]] [[The double doors on the left->doorshallwayleft1]] [[The single door on the right->doorhallwayright1]] [[The single door on the left->doorhallwayleft1]] [[Return to the entry->entry2]]You find a simple cloakroom. The garments inside are a motley of sizes and colors. The majority of the cloaks, capes, and jackets are made for a tall man. They're all created from expensive furs or decorated with elaborate embroidery. There are also a few simply cloaks towards the back of the cloakroom. Two appear to be made for a woman. They're dull in color, but have embroidery along the hem. There are four smaller cloaks, each gradually growing in size. They're dyed with bold blues and purples. All of the smaller cloaks have flower buttons. [[Look at the bookshelves->bookshelfentry]] [[Go through the hallway->hallway1]] [[Take the stairs->stairs1]] [[Return to the entry->entry2]]Manor layout based on "Manor House" by Jonathan Roberts http://www.fantasticmaps.com/indoor-battlemaps/manor-2/In the center of the room is a long, narrow table with nine chairs around it. There are only three place settings. Cobwebs line the walls and the once burgundy drapes are a dull grey thanks to the buildup of dust. Taking a closer look at the table, you notice that one of the three chairs has a set of cushions on it, boosting it up about four inches. The place setting for this person only has a fork, spoon, and butter knife. The place setting opposite to this one has a full set of silverware. Likewise, the head of the table also has a full set along with an empty glass for wine. [[Return to the hallway->hallway1]]You peek inside of the room. It appears to have been a library at one point. There are four plush chairs and a reading nook by the window. A small table between the four chairs has an astrolabe, a sundial, and four tiny gargoyle statues situated on a map. Along the right wall, there is a large gap between the seven foot high bookshelves to make room for a fireplace. A fire is still burning. [[Look at the sundial->itemsundial]] [[Look at the gargoyles->itemgarg]] [[Examine the bookshelf->bookshelf2]]You open the door and find a fully functioning kitchen. Herbs and garlic knots hang from the ceiling. There's a rack of drying fish by the roaring fire. The counter is flowing with fresh produce and bread waiting to be plated and served. Off in the corner, a spectral servant churns butter. Her features are indistinct, made up of small motes of magic rather than true ghostly flesh. She ignores your presence and continues to work even when you step farther into the kitchen. Take an (link-reveal: "apple?")[ <div class="item">APPLE Weight: .2 Worth: 3 "A ripe green apple. A servant applied wax to the outside to make it shine. Grants 5hp upon consumption assuming there are no worms inside."] Take a (link-reveal: "fish?")[ <div class="item">SALTED TUNA Weight: .5 Worth: 15 "This tuna is in the process of drying. There isn't much of a smell to it anymore, but it's still covered in sharp scales and the eye won't stop staring at you. Grants 10hp upon consumption."] [[Return to the hallway->hallway1]]The door opens to reveal a room with two beds. The frames are simple, but the bedding is fluffy and well made. One bed has a simple green quilt with ivy motifs. A servant's dress is laid out on the quilt. The other bed has a half dozen blankets. They all have different flowers on them. A handmade, well-loved plushie of a seagull sits on top of the pillows. Beside the bed with the plushie are a dozen books. A quick glance at the spines reveals the titles "Diary of a Whimpy Summoner," "Wizarding 101," and "My Little Celestial!" Pick up the (link-reveal: "plushie?")[ <div class="item">SEAGULL PLUSHIE Weight: 2 Worth: 2 "The toy is handstitched. Only the craftsman's skill has kept this plushie together. It's stained with mud, food, and general child-adventure dirt. One eye is missing and the left wing looks like it had to be sewn on again. A few spots of old, dried blood dot the bird's head and beak."] [[Return to the hallway->hallway1]]The bookshelves are lined with a multitude of genres. The books vary in age. Some of the spines are illegible from ware, but you can make out some of the titles such as [["A Gentleman's Guide to Taed Morden,"->taedmordenbook]] "Servants and Summoning: When Not to Use the Arcane," [["What to Expect When You're Expecting a Wizard,"->note1]] "The Lighthouse Keeper's Almanac," and "Teleportation: A Whole New World!" [[Leave the bookshelf alone->entry2]]<div class="twocolumn">--within Taed Morden you will find that it is best to stay within the Upper District. Newer adventurers tend to avoid this area due to the cost of living, making it an ideal place for those looking to relax after a long journey. There are three taverns worth a visit within the Upper District. If you're seeking a quiet evening, I would suggest the White Lily. Fay Truegust tends the bar. If you need an ear, she'll be more than happy to listen to your troubles over a pint and stew. The Stumble Inn is the warmest and most discrete of the Upper District taverns. The bar is small, but Kimmerith, the barkeep, has plenty of maids to send up to your room with food and drink. If you want to have a night out, The Bazaar Bar will offer you unique drinks and a show. A trio of wizards runs The Bazaar Bar and they guarantee that every customer will leave tipsy, happy, and with most of their eyebrows still intact. The Bazaar Bar is only open on Wednesdays and Fridays however, so be sure to plan accordingly. [[Turn the page->taedmordenbook2]] [[Put the book down->bookshelfentry]] </div><div class="twocolumn">If you happen to venture into the Lower Merchant's District, avoid Hogger's Tavern unless you're seeking to quietly hire a mercenary. It's popular among adventurers thanks to its large plates and reputation for being a place to find work. There's a job board beside the bar, and people looking to hire mercenaries without licenses tend to loiter around the edges of the room. There is a general understanding within Hogger's Tavern that what is spoken within the tavern stays within the tavern. Hogger the Brute runs the tavern. Rumor has it that he's wanted by the city guard, but they don't have enough evidence on his illegal activities to bring him in. If you happen to visit this tavern, be sure to dress appropriately (leathers, some dirt on the face, and a deeply hooded, dark cloak will suffice). Bring only a small portion of your money with you unless you have an appropriately dressed retainer to assist you. [[Turn to the previous page->taedmordenbook]] [[Put the book down->bookshelfentry]] </div>A note falls out of the book. The message is written in a careful hand with brilliant, ebony ink. Part of the note is ripped and the bottom half is partially burned. <div class="letter">I understand your concerns, but you have nothing to worry about, Sylstina. I've made the necessary precautions to help your daughter thrive. I've carefully curated a section in a library just for her studies. She'll only have access to guides intended for novices for now on--no more surprise familiars! Furthermore, I understand she's been in contact with Master Byther. He'll ensure that she stays on the right path. She did question me the other day about pact magic, which I found a little strange. I don't have any books for summoners of that sort in my collection. It's possible she spoke with one of the people in town about it (you know how she likes to make friends with the sailors when they come to port), but I highly doubt any of them associate with that ilk either. She's a studious girl. She won't take the easy way out, I'm sure. Her drive to learn and discover on her own is proof enough of that. </div> [[Put the letter away and return the book to the shelf.->bookshelfentry]]You return to the manor's entry. Nothing has changed since you were last in the room. [[Look at the bookshelves->bookshelfentry]] [[Go through the hallway->hallway1]] [[Take the stairs->stairs1]] [[Go through the door on the left->doorentry1]]Above the sundial, a small light stands in for the sun. The time isn't accurate. Pick up the (link-reveal: "sundial?")[ <div class="item">BROKEN SUNDIAL Weight: 4 Worth: 100 "An enchanted sundial made of cast gold. A glowing mark on the base indicates that it was created by the now deceased Lord of Duskmire. The magic seems to be wearing off."] [[Look at the gargoyles->itemgarg]] [[Examine the bookshelf->bookshelf2]] [[Go back to the hallway->hallway1]]The grey, stone gargoyles sit on top of a hand-painted map. There are no creases in the map and the paint looks as fresh as the day it was made. The key at the bottom reads "Whisperwind Manor". There are two levels to the manor and the gargoyles sit on top of each corner of the upper level. Pick up a (link-reveal: "gargoyle?")[ <div class="item">GOLEM CONDUIT Weight: .5 Worth: 4000 "This small, unassuming sculpture grants the user control over one of the four golems in the set. With the conduit, the user can send in a golem to defend a predesignated location for five minutes."] [[Look at the sundial->itemsundial]] [[Examine the bookshelf->bookshelf2]] [[Go back to the hallway->hallway1]]You walk up to one of the many bookshelves. Most of these volumes appear to be organized by genre. This section contains books about the recent sanctions of magical practice along with first edition copies of research from notable wizards. Picking up one of the books, you find that the wizard, Byther, hand annotated and dedicated this particular work to someone named "Y'sera". There is a note on the title page to her. Read the (link-reveal: "note?")[ <div class="letter">My Dear Y'sera, Wizard-to-Be, As promised, here is a copy of my latest volume of research. I believe it will be an asset to your growth as a wizard, especially if you continue to pursue the art of conjuration. I kept you in mind while working on chapter six in particular. I look forward to receiving your next correspondence. I've enjoyed reading about your growth. Your master tells me great things about you. I'm sure we'll be able to work together one day. As always, my inbox is always open. Sincerely, Byther] [[Look at the sundial->itemsundial]] [[Look at the gargoyles->itemgarg]] [[Go back to the hallway->hallway1]]You tentatively reach out to the door. The seal snaps under your touch, rapidly drawing back in chains of orange runes. You shake off the residual shock from your fingers and then open the door, revealing a large master suite. A large fourposter bed sits at the center of the room. The sheets are drawn back, waiting for someone to tuck in. There's a small table with two chairs off near the window. A desk to the far left is filled with books and stacks of correspondences. [[Search the desk->desk]] [[Return to the hallway->stairs2]]The doors open without resistance, revealing a workroom. At the center of the room is a large workbench filled with vials and scrolls. There are a pair of leather and silk gloves on it. Most of the wood is burned or stained by spilled ink (and other substances). The shelves around the room contain jars of pickled ingredients, stacks and bundles of alchemical herbs, and even something that looks like a unicorn horn. There's a smaller table off near the corner with a tiny set of tubes, beakers, and unused scrolls. There are child's drawings and shakily made diagrams pinned to the wall beside it. [[Return to the hallway->stairs2]]There are four doors along the hallway. The one to your immediate left and right are open, revealing guest bedrooms. Down the hall are two sets of closed double doors. The set to the right has wards sealing it. The one to the left appears to simply be shut. [[Try to break the seal->upperrightdoor]] [[Open the door on the left->upperleftdoor]] [[Return downstairs->end]]Most of the books on the desk deal with magic and conjuration. However, the open tombs all deal with pact magic and the art of magical binding. There are also books on ward spells. The letters are to various guilds, dukes and duchesses, and merchants. Most of the letters are mundane. There's one however [[to a wizard named Byther->Bytherletter2]] and another [[to an Adventurer's Guild->lettertoguild1]] that are heavily creased. They've been left half out of their envelopes. There's a [[half-written letter->finalletter]] on the desk as well. [[Return to the hallway->stairs2]]The letter to Byther is written in a shaky hand. The penmanship is still solid though and the ink and paper both likely cost a pretty penny. <div class="letter">Byther, It's been many years since I've reached out to you, and I know our research has often been at odds, but I need your help. I've done all I can for the girl, but her gifts are growing beyond my ability to contain. Normally I would simply send her along to another arch-wizard, but there's something strange about her growth. She was a prodigy for sure, but her grasp of the arcane has been growing at such an exponential rate that I can hardly believe it is natural. When I agreed to take the child under my wing, I never imagined that she would become this powerful this fast, especially given that her mother had no talent for the arcane. The child respects you--she sees you as the pinnacle of what it means to be a wizard. I'm sure she would open up to you if you asked her. We need to know if she made a pact before it's too late and what to. Her life may depend on it.</div> The letter ends there. [[Return to the desk->desk]]This letter is written in a careful, flowing script. There's a seal on the bottom with a raven's feather and a rose intertwined. <div class="letter">To the High Wizard of the Taed Morden Adventurer's Guild, My name Lord Penrose of Duskmire is and I am writing you on behalf of my young protege and student, Y'sera Winterheart, to ask for her to be accepted into your prestigious institution. Since she--</div> Dark red ink has ruined most of the letter, but some parts towards the bottom are still legible. <div class="letter">--all of her expenses for the first fifteen years would be paid for. I'm sure you'll find she will be a worthy addition to your guild regardless of her age. Sincerely, Lord Penrose of Duskmire</div> [[Return to the desk->desk]]<div class="letter">Byther, I need you to come to Duskmire now. I am certain she's done it. I wasn't certain until she summoned her familiar again. It's changed. It doesn't appear to have any malintent towards her, but the fact remains that it's a different entity and you and I both know that shouldn't happen. A familiar is for life--it binds to the very soul of the wizard, which means that my worst fears have come to pass. With a new familiar, I worry that either something has changed with her soul, or she's an empty vessel. If it's the latter, there's no telling what could happen if we don't help her. At the very least she'll be in danger of possession from entities from different planes for the rest of her life. I hesitate to think of the worst. I'm sure I don't have to tell you. I've failed her as a mentor and now time is of the essence. I think if we act quickly we can find a way to break the pact. There's no telling what will happen if we don't. I'm sending your guild a contract with a large sum to complete this request. If we fail to solve this, however, I have one final request for you. Please take her in and try to protect her. I know I'm asking a lot, but I'm growing old. I've watched her grow since I was a young man, but I'm not long lived like her. You have many more years ahead of you. You could be there for her until she's older and wiser--help her where I failed. I only nurtured her curiosity. I never thought to teach her caution or to cull her insatiable hunger for knowledge. I fueled her academic hubris. I know we've never seen eye to eye, Byther, but--</div> [[Return to the desk->desk]]You head down the stairs and out of the manor. When you close the doors behind you, you briefly look back towards the abandoned building. In the upstairs window, you think you catch a glimpse of a man gazing out over cliffs towards the sea. You turn away and adjust your cloak, preparing for the long journey back home. [[End->Start]]