Lord Alric’s former residence. A “shit heap” — overgrown, littered with debris, but fortified with wary guards. Pulses with blue light.
Notable rooms
- Grand foyer — two stone sentinels flanking the door (which animate to seal you in), a large following-mirror, a defaced statue.
- Hallway with the murmuring painting — fresh paint that wasn’t there a moment ago. A young Lord Alric’s voice. Destroyed by Elijah J. Lucas in Session 16.
- Ballroom — image of a long-ago time, ethereal musicians and dancers; gives bardic inspiration when played along with.
- Lord Alric’s study — table with a hag rune crudely etched into it.
- Hidden stairwell — Platform 9¾-style magic walls.
- Game room — five coins with the silently-screaming faces of each party member (except Fernie).
- Master bedroom — accessed by passing through the foyer mirror.
- Lady Serenna’s chamber — the wooden skull-contraption was set up here over a hag rune; freed her soul in Session 18 (and trapped Ruasar’s head).
- Blood rune room — the table with the bloody rune, candles, and bowl. The rune’s power was destroyed in Session 21.
- Innermost chamber — a sunless sea, “something beginning to awaken,” red eyes and a long tongue. Where the manor’s hag (impersonating Lady Serenna) was finally killed in Session 20.
State
Cleared of poltergeists, animated armor, sentient rugs, and the hag in Session 16 - Session 21. The manor exhaled “years of rot” after the final kill.