Campaign of the Month: April 2011
Planejammer: The Spelljoined
Stray Manor Ground Floor
Ground Floor
1. Grand Ballroom: This huge party room has onyx and white marble checkered floor. A 15’ movable stage sits in the far corner. A large set of double doors faces east into the Great Hall, south of those is a door to the in-house tavern. 3 concealed doors on the south wall allow for easy access for the staff. The walls have murals of Wildspace and assorted planes.
2. Star Bar: This is an in-house tavern to entertain the owners and their guests, while it is clean and comfortable, this lounge is not as refined as many other rooms in the manor. There are 5 oak tables, each with 4 chairs, and a well-stocked copper-clad bar. The room is decorated with ship flags & banners. The “good” stuff normally served in this room is good, not luxurious. There is a door in the east wall to the Banquet Hall and a concealed door behind the bar in the south wall for staff use.
3. Banquet Hall: This room is on two levels; the lower area has 2 large tables with seating for 8-12 each, the upper dais (2 steps up) is the host’s table with seating for 6 in large comfortable chairs. The room has little in the way of décor, other than the House Seven Stars Banner behind the host’s table, which is a concealing a door for staff.
4. House Armory: A collection of well-kept, practical weapons and armor are kept in this room for use by the house Praetorian guards. There is enough equipment for 16 guards, though only 12 are on site at any one time. This room has a concealed door connecting to the guest’s weapon check room and a door in the south wall connecting to some of the staff quarters.
5. Guest’s Weapon Check: Locked (DC25) small ante room connected to the main entrance foyer to safely store weapons of visitors. There is a locked (DC30) shelved room for storage in the ante chamber, there is a door in the north wall to the main entrance foyer & a concealed door in the western wall for staff.
6. Cells: 3 small cells and 1 larger one to hold unwanted “guests” or intruders until their fate is decided. The cell doors are bronze wood, banded with iron and the frames are inscribed with runes of warding, protection and containment. The locks (DC30) are needle trapped (DC 25) and laced with a painless poison to cause incapacitation, not death (1d4 hours of paralysis, Fort DC 30, save negates).
7. Main Entrance Foyer: The double doors on the east wall are rarely locked, the double doors on the western wall are always locked (DC 30), there are doors also on the north and south walls. In the room is a smooth oak bench and a sign which reads “We’ll be with you shortly” in 7 languages (Common, Draconic, Celestial, Elf, Dwarf, Shou & Abyssal). A permanent warding spell alerts the Seneschal and closest 2 Praetorian guards of the arrival.
8. Large Guest Suites: The same fine furnishings are found in both suites but in differing color palettes. In each there are a writing desk, sitting chairs and table, an armoire and a large soft bed.
9. Guest Rooms: These rooms are not as large as the suites and do not have the sitting chairs and table, but otherwise have the same luxury bedding and décor.
10. Seneschal’s Office: Stately office with furnishings made of burled walnut; there is a desk with a large cushioned chair, 2 all wood chairs for visitors and walls of built in shelving holding various ledger books and scrolls of contracts dealing with the management of the manor.
a. Behind a concealed door is a locked (DC 35) vault containing money totaling 2 arcane trade bars, in various coinage and gems, for use in manor business & supplying.
11. Staff Quarters: This long hallway is lined with 14 doors on the south wall and 5 not so concealed doors on the north. These quarters are the temporary homes of the Praetorians on current rotation at Stray Manor. Each room has a comfortable bed and a locking cabinet (DC20). The quarters are nice, but not lavish.
12. Illusory Wall: This illusion is to hide the service stairway to the basement, where most of the utilitarian aspects of the household occur.
13. Waiting Room: A well-appointed parlor used for guests as they await their host.
14. Seneschal’s Private Quarters: Home of Olga of Ysgard, the manager of the staff & contracts of the manor. Fine furnishings here include: an oversized easy chair, writing desk, chest, armoire, chest of drawers and a firmer than expected bed.
15. Game Room: This room is lit only above the smooth, shining oak table in the center of the room. There are 2 cabinets in the room, one containing fine wines and spirits, the other a collection of cards, dice, chips and other gaming supplies. There is a sofa in the corner. Tavist has been known to have card games lasting days in this room.
16. Historical Library: One of 4 libraries in the house shared by the ownership. This collection covers the history and biographies of nearly 2000 years of the prime material plane. Also contained here is a gathering of planar poetry. The walls are lined with shelves holding books, scrolls & tomes; the center piece is a glass and oak cabinet of non-magical curiosities, masks and trinkets.
17. Grand Staircase: The quintessential location to make an entrance. And the only way to get to the upper floors. This stairway is floored in an alternating pattern of onyx & marble. At the landing, there are ways to the east and west.
18. Great Hall: 2 enormous carpets cover 2/3 of the granite floor in the common area of the main floor and benches line many of the walls. The hallway off the northwest corner acts as a gallery for many of Drake’s paintings.