Durst Manor
What we know
- Four-story soot-stained stone manor with portico, wrought iron gate, oaken doors, third-floor balcony (Session 1 @ 00:34:49)
- Windmill-on-red-field coat of arms; unfamiliar to Sword Coast (Session 1 @ 00:42:12)
- Foyer, dining room feast, kitchen, hunter's den, library, ballroom, master bedroom, nursery, servants' quarters, attic, secret rooms, and dungeon crypts (Session 1 @ 00:47:42)
- Front door locks; bloody riddle about midnight beast; fleshy tendrils block exits (Session 1 @ 00:50:11)
- Grandfather clock tracked time toward midnight; 11 chimes heard in altar chamber (Session 2 @ 00:51:24)
- Subterranean dungeon with crypts, ceremony room, prison portcullis, blood-tinged well, and altar chamber feeding flesh mound (Session 2 @ 00:46:21)
- Upper corridor spike pit trap; skeleton bedroom with bound victim under bed (Session 2 @ 00:54:20)
- Destroyed after Elizabeth Durst's spectral tantrum; sank into pit when party escaped (Session 2 @ 02:26:06)
Notable interactions
- Animated plate armor attacked on third floor (Session 1 @ 02:05:29)
- Four ghouls ambushed party in crypt corridor (Session 1 @ 03:03:26)
- Flesh mound beast slain in altar chamber (Session 2 @ 02:11:14)
- House collapsed during party's escape (Session 2 @ 02:26:06)
Open questions
- Unconfirmed: whether any portion of the structure survives beneath the pit (Session 2 @ 02:26:06)