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Haunted Manor · Large · Medium

Vardek's Last Patient

Blue light flickers behind the cellar grates, and the corn outside bends toward it.
Rooms
20
Foes
21, CR 1/4 to 4
Traps
5
Treasure
1,135 gp
1234567891011121314151617181920Entrance
Select a room on the plan to open it.

The party is in

1. Rain Hall


Seen


Something wanders by


At a glance

The threat

Doctor Tovik Vardek's creation, called the Patient, lies in the basement chamber behind room 7.

Wandering monsters (1d3)

  1. 1

    Lantern FootmanCR 1/2

    When: A loud noise, a shouted name, or a character carrying fresh blood draws it from a side passage.A mud-smeared servant spirit carrying a lantern filled with cold blue flame.
  2. 2

    2× Gutter HomunculiCR 1

    When: They appear after a trap is triggered or a glass specimen jar is broken.A pair of hand-sized stitched creatures skittering through cracks and gutters.
  3. 3

    Maze HoundCR 2

    When: It prowls the lower passages when the Patient is disturbed or the corn roots are cut.A twisted hound grown from roots and old bones, with silver leaves caught in its hide.

Rooms

20
1

Rain Hall

2 foestreasuresecret

What they see

Read aloud

The entrance hall's cracked marble floor slopes toward a dry fountain full of black rainwater. Six doors lead into the manor, though three are locked and their handles are warm as living skin.

Features

  • A chandelier sways without wind
  • A dry fountain bears a carved family crest
  • Boot prints appear in dust, then stop at the east wall

What the GM knows

Monsters

2× Restless ManservantCR 1/4

Former household guards in moth-eaten livery, their faces hidden by porcelain half-masks.Tactics. They flank intruders and try to drive them toward the locked doors, retreating if holy water is shown.

Treasure

Vardek Watch35 gp

A silver pocket watch stopped at the hour the manor's storm began.
Room secrets · GM only

Notes

The locked west door opens with the key in room 10; the east lock can be picked. The southern locked door leads toward room 9, while the normal exits connect to rooms 1, 2, and 3.

2 doors: W (locked), E (archway)

The place

What it is

The manor's grand rooms decay above a basement laboratory built to restore its dead master.

Atmosphere

Cold rain ticks through the roof even on clear nights.

The threat

Doctor Tovik Vardek's creation, called the Patient, lies in the basement chamber behind room 7.

History

House Vardek was built by a prosperous physician who boasted that his estate would be a refuge from death.

Rumors

1d4
Roll a rumor

  1. 1A farmer swears the corn maze changes shape whenever thunder rolls, and that a lit window moves with it.
  2. 2The old doctor could raise the dead, but the first thing he raised had his daughter's voice and none of her kindness.
  3. 3A locked room in the manor contains a portrait that blinks only when the house is empty.
  4. 4The family chapel's bell rings underground before anyone disappears from the fields.

Plot hooks

3
InvestigationThe Missing DeadA local gravedigger asks the party to find who has been stealing fresh bodies. The trail leads through the prison cells and into the laboratory's old supply ledger.From: Salk, a grave-tender who keeps a list of every disturbed graveReward: A purse of 150 gp and a physician's kit of unusual quality
Rescue and moral choiceA Voice BelowA family heir claims the manor deed and wants the basement sealed, but a voice from room 14 has begun calling their name in the dead daughter's voice.From: Tegra Vardek, the last living heirReward: The deed to a safe manor outbuilding and 250 gp
ExplorationThe Harvest PathEach harvest, the corn maze steals one traveler. The village hires the party to locate its center and destroy the root-heart without letting the Patient escape.From: Hesh, a wary farmer whose brother vanished in the mazeReward: A silvered weapon and a share of the next harvest

Corridors

3
  • Main hall between rooms 0 and 1

    Portrait eyes have been replaced with small brass lenses. A lens clicks toward anyone carrying a fresh corpse or a lightning-charged object.

  • Service passage near rooms 3 and 10

    A narrow dumbwaiter rattles between floors, carrying muddy tools upward and clean sheets downward. Its counterweight can bear one Medium creature at a time.

  • Lower corridor near rooms 7 and 14

    Corn roots pierce the foundation here, their leaves whispering names in the voices of people the listener has lost.

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