A matching theme to the kitchen, Victorian, but with portraits of the old lords, some gleaming at you while eating. Not very nice....
This is a mysteriously strange room where trapdoors, spikes, loose bricks, flaming pillars etc. where all mortals commit their suicide, sometimes good, especially if you need to exist in the afterlife!
A strange room at the back of a fridge in the kitchen, move the food to open the door. This is only available to ghosts, but fire elements and corpses may not fancy this!
Long since abndoned to the poor wretches that now haunted, the entrance to the dungeons was blocked off in a cave in, deep below the Mansion. There are a couple of other ways in, the main guarded by a peculiar Wisp in service of one of the Mansion's resident mortals...
Nothing of particular interest here, though there to ener the Lab, you must play "A Haunting Melody" on the old paino.
The door to the observatory will only open should moonlight shine on the door.
Believeit or not, not everyhting about the mansion is unholy. The Grey Monk haunts here, and never says a word, and is quite harmless to mortals. For quick escapes, pull the last candelabra on the left wall. The tunnel leads to the garden wall (the only one with a trellis for ivy).
OOC: I have dozens more, if you don't mind. I'm an amateur writer and designed a castle long before I came here. You don't mind secret passageways, do you?
Ah, I remember when this was place truly lived up to it's name. The Great Hall has an uncertain morphic resonance, so alternates between it's glory days, and it's present ragged condition. If you twist off the outstretched hand of the statue of Great-Uncle Archibald in the corner, you'll find a key int he wrist.Push on the wall left ot the statue to expose the lock that slide a wall in a parallel corridor. (Replace quickly, as this passage is timed).
Just an ordinary headge maze tended by Ivy and Gnorman. To enter it, light both torches flanking the Ornamental Sphinx. The password is "Riddle".
A collection of many occult artefacts from the mansions sordid past. To enter, borrow the magnet from the lab to slide back the bolts on the opposite side of the door. Beware: many of these items can banish a spirit, and so many items bound in the one place are bound to be cursed!
The Board Room: A plain white oval shaped room with an oval shaped table surrouned by chairs. It also has an intercom system for communicating messages to the rest of the mansion (it doesn't work outside), and the room itself acts as any possible type of fetter. This is the perfect place to call a meeting into order.
The Docks: Withersun Manor is actually lakefront property. Around the back of the house is a large lake with some docks. Along the docks are many kinds of watercrafts; yachts, sailboats, speedboats, and more. This would be the perfect place for a mortal to make a quick getaway, were it not for the rest of the lake being surrounded by impenitrable forest. The entire lake is a water fetter, and the boats contain many more.