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Nothing is lit or populated currently, but this is a quick view of my plan for the restored Redbrand Hideout, which will allow it to be self-sufficient (from the Manor) and provide some additional features/uses that aren't represented in the Restored Tresendar Manor.

I enlarged the trench and put stairs leading down, a bridge leading across, tunnels leading out (in case you want it to go somewhere), expanded the common room to be able to easily include a kitchen, and re-walled Glassstaff's office, so you wouldn't need to walk through his bedroom to get to the library/study.

Let me know what you think!

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Jim Dickinson

There is some necrotic magic in the bottom of that crevasse, so in my campaign this potentially leads to an even more ancient necropolis even further underneath the hill that Tresendar was built on. That necro magic has to be coming from SOMEWHERE. The nothic isn't powerful enough to cause bodies to decay faster than normal. There are ugly things down there trying to get out...the players need to stop whatever it is before Ularan Mortis figured it out...

Jim Dickinson

I also have another secret door at the bottom of the stairs that connects the storage area to Glasstaff's old quarters--it goes to the Sleeping Giant Taphouse that Glasstaff used on occasion to work with Grisla to get messages in/out and also some supplies, like "more ale for the gents next staff meeting."