Description
Resting on a hill overlooking Wickermoor Village, the Druskenvald Estate sits like an overgrown weed waiting to be plucked. Its strangely askew construction gives the impression the building is perpetually mid-collapse.
It was long abandoned before Mayor Somerton gifted it to Phillip Druskenvald. What has happened inside since then defies easy explanation. Weasels haunt its walls. A hag named Fesla Browntooth is said to lurk in the attic. The spirit board in the drawing room communicates with the murdered butler Petrieni. A very good dog named Shuck holds the master key and roams the halls freely. Multiple floors of increasingly strange rooms await anyone bold enough to explore them.
β¦ Interactables
A spirit board in the manor drawing room bearing initials linked to Lady Druskenvald. Through it, the murdered butler Petrieni communicates. Messages received: GEM, KEY, CUP, DOLL, BEAR, PIN.
A mirror in the music room that shows visions of a grand ballroom and a woman in a red dress.
π Points of Interest
A room with a strong odor where the bathtub begins filling with blood. A living yellow duck named Goopy appears in the tub, granting access to the Animal Messenger spell.
A bedroom where Xalli and Luther are found in deep, unresponsive sleep. A DOLL and CUP are discovered here, along with a Bag of Holding hidden in a closet.
Contains a large clock from which a ghost briefly appears before being consumed by fey weasels. Inside the clock, a golden pocket watch is found with the inscription 'Remember the third.'
The exterior front entrance where the cat forced Amergin to create water to extinguish fires, and where Shuck the dog appeared to confront the cat.
Where Grimm was attacked by a living rug that attempted to strangle him. The group regroups here before proceeding.
A room on an upper floor containing a cat that speaks with a man's voice and asks travelers to tell it a tale.
The heavily damaged entry hall of the estate lined with portraits of the Lockwood family (Petunia, Sallie, and Arthur). The walls feature multiple blank and empty paintings that reflect light despite no visible light source.
A second-floor bedroom filled with many weasels on a bed, presided over by the large and speaking weasel Filthy Yasper. The weasels here gave Amergin the cryptic message to bring the tooth to Vesla.
A journal labeled 'PD' (Philip Druskenvald) is found on a desk, and a human spirit lies under the sheets of the bed experiencing a nightmare, it was trapped but released as a sign of good will from the weasels
A hallway featuring paintings of the Patrini family: Joseph, Gail, and their son Francis Patrini, who resembles Old Rusty. Empty paintings are scattered throughout.
A magical gemstone removed from the eye socket of an albino peacock statue. Radiates arcane energy. Paintings in this room by Keziah Endicott hide images of centipedes, pigeons, and weasels.
A music room with a broken down piano that seemingly starts playing on its own. Whoever hears its song is forced to dance until breaking free from the spell. The KEY needed to break the barrier spell was found on the piano itself, a piano key.
The interior walls of the house where weasels dwell and travel, leading Amergin through multiple floors and serving as a refuge when he Wild Shaped into a rat.
β½ Lore
Within the Druskenvald Estate, supernatural phenomena escalate with cryptic warning. Tarot cards glow with premonition, and whispered words speak of rising blood. The bathroom itself becomes a vessel of dark magic, filling with blood and birthing impossible creaturesβsuch as Goopy. These occurrences suggest the estate exists at a nexus of powerful, chaotic forces.
The magical doll found within the child's bedroom contains a spirit of calm, chaotic good nature. This spirit revealed that Xalli and Luther had driven away a monster that lurked beneath their bed. The doll itself is one of the six items required to break the barrier.
The Druskenvald Estate bears the scars of unnatural fireβblue flames that left the wood simultaneously burned and wet. The manor's walls are lined with portraits of the Lockwood family, including Petunia, Sallie, and Arthur, yet many frames stand conspicuously blank. These empty paintings possess a sinister property: they can trap and absorb physical objects and, it is implied, people themselves. Blank paintings throughout the estate reflect light despite the absence of any visible source, suggesting they exist partially outside normal reality.
According to Shaq, the loyal dog companion, the Druskenvalds have been taken to the attic of the estate. Whether they remain alive, imprisoned, or transformed into something else entirely is unknown, yet their location suggests a deliberate act of confinement by whatever force controls the manor.
A key held by Shaq the dog β the only being in the manor who seems trustworthy. Opens most doors in the house.
Among the estate's painted galleries, portraits of the Patrini familyβJoseph, Gail, and their son Francisβhang in eerie display. Francis Patrini bears a striking resemblance to Old Rusty, suggesting hidden bloodlines and connections between families within the Shroud. The significance of this connection remains shrouded in mystery.
A powerful magical barrier exists within the Lockwood Estate that can only be broken by gathering six specific items: a Gem, a Key, a Cup, a Doll, a Bear, and a Pin. These artifacts are scattered throughout the manor, each imbued with its own supernatural properties, suggesting they were deliberately hidden or scattered by those who created the barrier.
The Shroud's creatures are not always what they appear. Weasels have been observed moving with purpose toward the Druskenvald Estate. The weasels serve a master known as the Weasel King, Filthy Jasper, who speaks of ambitions beyond mere survival, including references to the barbershop and dreams of dominion over worlds.