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Abandoned Manor · Medium · Level 5 · Medium

Eiraveth House

A stuffed heron watches from the foyer while green water creeps over the silver-leaf floor.
Rooms
14
Foes
14, CR 1/4 to 5
Traps
3
Treasure
503 gp
1234567891011121314Entrance
Select a room on the plan to open it.

The party is in

1. Flooded Foyer


Seen


Something wanders by


At a glance

The threat

The hag who claimed Eiraveth House is gone from sight, but her craft remains active.

Wandering monsters (1d3)

  1. 1

    Taxidermied Marsh-HoundCR 1

    When: Roll when the party makes sustained noise or spends ten minutes in the lower manor.A preserved marsh-hound pads through the halls with water dripping from its stitched jaws.
  2. 2

    1 swarm× Book Moth SwarmCR 1/2

    When: Appears when a light is carried through a passage near the library.A cloud of glass-eyed moths flutters around exposed lamps and softly taps at closed doors.
  3. 3

    1d3× Vine BlightCR 2

    When: Appears after the party cuts or burns significant amounts of greenhouse vine.A thorny topiary beast lurches through the corridors, dragging razor vine behind it.

Rooms

14
1

Flooded Foyer

1 foetreasuresecret

What they see

Read aloud

The entrance hall is a broad, damp chamber with a collapsed balcony and a mosaic of silver leaves under ankle-deep water. A stuffed elk rears above the inner doorway, while faint scraping sounds come from the adjoining common room.

Features

  • Four doors lead to rooms 1 through 4; a concealed door in the north wall opens toward .
  • When the swamp recedes, the mosaic reveals a carved arrow pointing toward the greenhouse.

What the GM knows

Monsters

Taxidermied Marsh-HoundCR 1

A preserved marsh-hound, sewn with copper wire, lies motionless beneath the elk mount until a creature crosses the mosaic.Tactics. It lunges from concealment and tries to knock a target into the water, then bites the nearest creature.

Treasure

Household Purse18 gp and a tarnished silver signet worth 25 gp

A silver leaf mosaic tile can be lifted to reveal a small purse wedged beneath it.
Room secrets · GM only

Notes

The water is only ankle deep while the swamp is high, but falls to muddy ground during a receding phase. The hound does not pursue beyond the doorway.

2 doors: S (locked), S (secret)

The place

What it is

A three-story elven manor sags into a feywild swamp, its lower rooms alternately flooded and exposed as the waters shift.

Atmosphere

Brackish water laps at the lower halls, sometimes sinking away with a sucking gurgle before surging back through cracks in the foundation.

The threat

The hag who claimed Eiraveth House is gone from sight, but her craft remains active.

History

The manor was built by an elven family as a retreat above a feywild marsh, with a greenhouse for rare plants and two towers for watching the water and stars.

Rumors

1d4
Roll a rumor

  1. 1A house in the swamp still has lights in its upper windows, though nobody has lived there for years.
  2. 2The greenhouse vines cut through boots and have begun growing inside the walls.
  3. 3A fish head in one of the towers can tell you where the mushrooms make a door, if it likes your voice.
  4. 4The water around the manor vanishes some nights, then returns before dawn with things caught in the current.

Plot hooks

3
RescueThe Green LightsA marsh guide's missing sibling was last seen following a trail of glowing mushrooms toward the manor. Find them before the water rises again, and learn why they were seeking the fairy circle.From: A worried marsh guide from the nearest settlementReward: A waterproofed map of the swamp and 150 gp
RetrievalThe Missing SpecimenA collector wants a particular taxidermied beast returned intact, insisting it belonged to their family. The specimen is among the hag's preserved projects and may be capable of speech.From: A quiet estate agent carrying an old portraitReward: A valuable elven brooch and a 200 gp payment
InvestigationThe Rising WaterThe swamp's flood cycle has changed, and water now threatens nearby homes. The old sluice controls in the manor may be the cause, but the hag's servants have made the mechanism dangerous to reach.From: A ferryman whose landing has begun to vanish underwaterReward: A small boat, provisions, and a favor from the local marsh folk

Corridors

3
  • Between and

    Razor vine has pushed through a split in the plaster and crawls along the ceiling. Moving past it without cutting or disturbing it requires a Dexterity (Acrobatics) check; failure deals slashing damage.

  • Lower passage near and

    A waterline stains the walls at three different heights. When the swamp recedes, a slick trail of fish scales and tiny webbed footprints leads toward the lower rooms.

  • Passage outside

    A stuffed heron stands in a narrow alcove with a brass key clenched in its beak. Its glass eyes follow whoever carries the key, though the bird itself does not move.

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